Hello there,
I've been working quite a lot with softbodies recently, trying to figure out the basis of the engine and how everything works and functions. One of the things I seemingly can't wrap my head around is the prospect of using Obi for 2D.
I'm aware that this is possible, due to this (http://obi.virtualmethodstudio.com/forum...-2668.html) thread here, and I've also been able to replicate things shown, by utilizing the in-built Unity quad primitive, which worked just fine.
However, in the above mentioned thread, I saw that a flat circular mesh was used, which yielded results identical to that of what I achieved with the quad. I've since tried to replicate such a 'mesh' in blender, making a flat plane and exporting to Unity. However, particles don't seem to generate properly (and the mesh is only visible on one side within the Unity editor) and the softbody collapses and deforms at runtime, even after skinning.
How would I make such a flat mesh that is usable in Obi?
Thank you.
regards,
-woffles
UPDATE:
I was messing around with the solver settings, and found that it could work just fine when setting solver mode to 3D (which resulted in the quad being deformed and not working properly instead). However, when in 2D, the mesh still fails to work. Still not sure why, but I will keep investigating.
I've been working quite a lot with softbodies recently, trying to figure out the basis of the engine and how everything works and functions. One of the things I seemingly can't wrap my head around is the prospect of using Obi for 2D.
I'm aware that this is possible, due to this (http://obi.virtualmethodstudio.com/forum...-2668.html) thread here, and I've also been able to replicate things shown, by utilizing the in-built Unity quad primitive, which worked just fine.
However, in the above mentioned thread, I saw that a flat circular mesh was used, which yielded results identical to that of what I achieved with the quad. I've since tried to replicate such a 'mesh' in blender, making a flat plane and exporting to Unity. However, particles don't seem to generate properly (and the mesh is only visible on one side within the Unity editor) and the softbody collapses and deforms at runtime, even after skinning.
How would I make such a flat mesh that is usable in Obi?
Thank you.
regards,
-woffles
UPDATE:
I was messing around with the solver settings, and found that it could work just fine when setting solver mode to 3D (which resulted in the quad being deformed and not working properly instead). However, when in 2D, the mesh still fails to work. Still not sure why, but I will keep investigating.