08-11-2023, 09:55 AM
(This post was last modified: 08-11-2023, 09:57 AM by josemendez.)
Hi again,
Took a look at the project you sent and answered your email. In few words, there's three main problems:
- Your animator is improperly set up, its update mode is set to "Normal" instead of "Animate Physics", which introduces a 1-frame delay: animation is being updated after simulation. See the manual for details on how to properly set this up:
http://obi.virtualmethodstudio.com/manua...setup.html
- Your ObiBone has "stretch bones" disabled, which means particle stretch/shear is not transferred to the bones, only rotation is. This causes the mesh bones to not match particle positions exactly.
- Your rod model has missing bone influences, in particular the vertices at the tip of the rod are not weighted to the last bone. This causes the mesh to ignore the position of the last bone in the hierarchy.
See my email response for in-depth details.
kind regards,
Took a look at the project you sent and answered your email. In few words, there's three main problems:
- Your animator is improperly set up, its update mode is set to "Normal" instead of "Animate Physics", which introduces a 1-frame delay: animation is being updated after simulation. See the manual for details on how to properly set this up:
http://obi.virtualmethodstudio.com/manua...setup.html
- Your ObiBone has "stretch bones" disabled, which means particle stretch/shear is not transferred to the bones, only rotation is. This causes the mesh bones to not match particle positions exactly.
- Your rod model has missing bone influences, in particular the vertices at the tip of the rod are not weighted to the last bone. This causes the mesh to ignore the position of the last bone in the hierarchy.
See my email response for in-depth details.
kind regards,