Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Softbody with no bones on a rigibodycontroller
#4
(02-02-2023, 07:22 PM)ieltoro Wrote: Oki thanks for the clarification.

Using server aut movement that takes rigibody values (vel and angVel) to reconcile, so hoped to be able in someway just make the softbody work in my rigibody system by just following and simulate the collisions visually (rig and soft are not in the same layer and cant collide).

I don’t think you can do it that way, because softbodies are not “rigidbodies with wiggly vertices”: regardless of how you discretize it (aka, how you chop it up into pieces), every bit of a softbody has its own angular and linear velocities, as well as its own mass and inertia tensor. Different parts of the softbody can move in completely different directions, and mass might not be evenly distributed on its volume (varying density). As a result, the shape of a deformed softbody may not look at all similar to its “rest” or “undeformed” shape.

There’s many different discretization methods for a softbody: cells, tetrahedra, particles…Obi uses particles, each particle in the softbody can be treated like a small rigidbody to some extent. What you can do is sync individual particle positions/velocities instead, see: http://obi.virtualmethodstudio.com/manua...icles.html

This does of course mean syncing a lot more data than you need for a single rigidbody.

In case all you need is the “rigidbody with wiggly vertices” approach, something that behaves like a rigidbody for all intents and purposes but appears to wiggle a bit upon collision, a better choice may be a vertex deformer like VertExmotion (I’m not related to its creator in any way): https://assetstore.unity.com/packages/to...tion-23930

Kind regards,
Reply


Messages In This Thread
RE: Softbody with no bones on a rigibodycontroller - by josemendez - 02-02-2023, 08:01 PM