18-02-2022, 11:59 AM
(This post was last modified: 18-02-2022, 12:02 PM by josemendez.)
(18-02-2022, 11:23 AM)branston Wrote: Thanks for your reply!
I am only using the one mesh - CubicSphere in the Common/SampleResources/Models folder. I'd like to use one mesh but change scale in the different prefabs, if possible. I have tried using meshes of different sizes, but I get the same, spiky results. I definitely 'Bind Skin' after every blueprint change. The particles look fine btw, so it must be a skinning issue of some sort?
The scale values on your meshes's transforms are 1. So I guess you're scaling the parent transform (prefab itself), which contains both the softbody and the skin. Correct?
If this is the case, that's the cause of the issue: you're scaling the softbody at runtime (via its parent) which is not supported. Scaling deformable objects at runtime is not mathematically possible. You can either scale the space around them (done by scaling the solver), or scale their rest shape (which is what you do using the blueprint's scale values). If you're interested in details, this is because unlike a rigid object a deformable object may rotate and/or scale differently at different points: it does not have a clear "origin". Applying a scale to that doesn't work as you'd expect.
This is somewhat related to the reason why if you parent a rotated object to a non-uniformly scaled object in any game engine you get a weirdly sheared/distorted result.
The point of separating the softbody and the skinner into different objects is precisely to allow for scaling without the need to scale the softbody object: use the same scale for the skinner as you did for the softbody blueprint, then leave the softbody scale at 1.
kind regards,