27-05-2022, 07:50 AM
(This post was last modified: 27-05-2022, 11:16 AM by josemendez.)
(26-05-2022, 10:53 PM)pixelpax Wrote: My goal is to allow the tentacle to deform around walls with an ik constraint that's controlled by a player. i.e. if my tentacle flows around a corner, it should retain it's shape as much as possible while bending to accommodate the corner.
How are you implementing this IK constraint?
(26-05-2022, 10:53 PM)pixelpax Wrote: I've tried only turning on bending, but this doesn't work well. Is this effect achievable with Obi Bones?
If you disable stretching (stretch/shear constraints) then bones will stretch infinitely. Note this isn't the same as disabling "stretch bones" in the ObiBone component: this will simply keep the original bone scale/length intact, but the simulation will still constrain the length and relative position between particles.
The effect you're after is definitely doable using bones.
(26-05-2022, 10:53 PM)pixelpax Wrote: I feel like I almost want to put a rope in the tentacle and just make new control points when it rounds a corner.
Ropes won't work for this however, since they're unable to keep their rest shape and they don't model torsion. Both are required for a bone chain.
(26-05-2022, 10:53 PM)pixelpax Wrote: I've included my example scene, thank you in advance!
I see no attachments to your post. Make sure to click the "Add Attachment" button to the right of your attachment after loading/dragging a new attachment, otherwise it won't actually be added to the post.
kind regards,