15-12-2022, 12:40 PM
(This post was last modified: 15-12-2022, 12:42 PM by josemendez.)
(15-12-2022, 05:16 AM)Seahorse Wrote: 1. Is there a plan to support cutting and tearing?
Not right now, since particle-based approaches do not lend themselves well to mesh cutting. Tetrahedron-based approaches are much better suited for this.
(15-12-2022, 05:16 AM)Seahorse Wrote: 3. Can i reframe the softbody by redividing the particle and Constraints just as you did with rope cutting?
Rope tearing is considerably easier since the constraints structure is very simple: only 2 batches (odd and even constraints) and no need for remeshing or updating the topology of the mesh
Cloth tearing is a bit more complex, but still fairly easy since there's a 1-1 correspondence between particles and vertices, so updating the topology of the mesh is trivial.
Note neither can be considered "cutting", since tearing always happens across existing topology edges: no new faces are generated.
(15-12-2022, 05:16 AM)Seahorse Wrote: 4. I do not understand the relationship between softbody Constraint, ConstraintBatch and Particle. Could you explain it?
http://obi.virtualmethodstudio.com/manua...aints.html
Only rope and cloth are available here
Softbodies are 100% identical to ropes and cloth in this regard, the only difference being that the number of particles referenced by each constraint type is different. Otherwise everything works exactly as described in the link: each individual constraint references a variable amount of particles, constraints are grouped into batches so that constraints in the same batch cannot share any particle with each other.
Softbodies use shape matching constraints. For details regarding the data stored in each shape matching batch, look for "ObiShapeMatchingConstraintsBatch" in the Api docs: http://obi.virtualmethodstudio.com/api.html
let me know if you need further help with this,
kind regards