(26-01-2022, 03:07 PM)josemendez Wrote: Hi!Well, I'm not using cloth for the stockings, it uses the skinned mesh renderer. I just need that ObiSoftbodySkinner for body and stockings can be exactly the same. Or the stockings follow the body with the jiggle like Obisoftbody but on top of another one. Is it possible with scripting constraints?
You can write a script that copies data over between constraints, based on particle distance or any other metric. The "scripting constraints" manual page explains how to deal with constraints:
http://obi.virtualmethodstudio.com/manua...aints.html
Each constraint batch has several arrays that contain per-constraint data. This data is stored as tuples: for instance cloth skin constraints have a skinRadiiBackstop array which contains 3 values per constraint (radius, backstop sphere radius, and backstop distance). So to access the backstop sphere radius for constraint N, you do:
Code:var value = solverSkinBatch.skinRadiiBackstop[N*3+1];
All constraint batches contain a "particleIndices" array that indicates which particles are part of each constraint. Again the amount of particles per constraint varies for each specific constrain type. Check the API docs for details:
http://obi.virtualmethodstudio.com/api.html
let me know if I can be of further help!
It's like in this video, but for the whole body/object https://youtu.be/n2OxesYuZtU