05-12-2022, 04:51 PM
(This post was last modified: 05-12-2022, 04:55 PM by josemendez.)
(05-12-2022, 04:42 PM)Milionario Wrote: My character seems to be slippery inside the softbody, I applied a high friction softbody material to it and the ragdoll feet, the one that comes with the package, but that doesn't seem to make the character less slippery, it works for outside objects though, so the softbody really sticks to surfaces when moving
There's two materials that come with the package: "High friction" and "High static friction". Which one are you using? The "High static friction" one has its combine mode set to "minimum", so when it collides with another collision material the lowest friction of the two will be applied.
(05-12-2022, 04:42 PM)Milionario Wrote: Also, the softbody skinner seems like it doenst like the softbody scale to be changed, sometimes it just doesnt work so i have to use the particle renderer to see the softbody
Deformable objects cannot be scaled at runtime, in general. This also applies to ropes and cloth. The reason is they don't have a single reference point to be scaled around, unlike rigid objects. Mathematically speaking, it simply doesn't make sense.
If you're changing the scale of the blueprint, you'll need to re-bind the ObiSoftbodySkinner component. Just like you would if changing the skeleton of a character: you'd need to rebind its skin afterwards.
let me know if you need further help,