02-03-2022, 08:38 AM
(This post was last modified: 02-03-2022, 08:39 AM by josemendez.)
Hi there,
Both things are a consequence of Obi being a particle-based engine. If you add a ObiParticleRenderer component to your softbodies, the reason for this will become immediately obvious: particles are used to perform collision detection, not the mesh's surface.
There's many ways to work around this, some are:
- Just make your particles smaller (give them a smaller radius in the blueprint editor)
- Use a smaller mesh to generate the blueprint (or just scale the blueprint down, using its "scale" property)
- Use a small negative thickness for your ObiColliders, to compensate for particle radius.
let me know if you need further help.
kind regards,
Both things are a consequence of Obi being a particle-based engine. If you add a ObiParticleRenderer component to your softbodies, the reason for this will become immediately obvious: particles are used to perform collision detection, not the mesh's surface.
There's many ways to work around this, some are:
- Just make your particles smaller (give them a smaller radius in the blueprint editor)
- Use a smaller mesh to generate the blueprint (or just scale the blueprint down, using its "scale" property)
- Use a small negative thickness for your ObiColliders, to compensate for particle radius.
let me know if you need further help.
kind regards,