29-06-2024, 07:17 AM
(27-06-2024, 10:40 AM)wenhao_zheng Wrote: Hi!
As shown in the figure below, I try to use two soft bodies to grab a rigid body. For example, a claw machine.I expect the grabbing process to be achieved through friction.
I set the same collision material for both the claw soft body and the rigid body, with both dynamic and static friction set to 1.In my attempt, I was able to grab the rigid body, but it soon fell slowly. In the real world, I would think that the friction is not enough. But I have set the friction to 1 in the collision material, and I expect that there should be no tangential movement of the object.For reference I have attached my Obi Solver component configuration, although I have tried different things with it and I don't think the problem seems to be there.Is it possible to achieve my needs based on ObiSoftbody? If it is feasible, I am very much looking forward to getting suggestions from developers.Many thanks!
Please see the attachment for detailed configuration.
Thanks!
I have another question about the size of the soft body.
In this demo, I used a 0.5-high cylinder as the soft body, which is similar to 50cm in the Unity scene. At this scale, I set the volume resolution to 8 in the blueprint to have appropriate simulation performance and performance burden.
But in my final requirement, I need a 0.05-high cylinder as the soft body, which is 5cm. I did a test. For a 0.05-high cylinder, using a volume resolution of 8 in the blueprint will not generate any particles inside the cylinder. The resolution needs to be set to 32 to fill the cylinder. But such a high resolution will bring a huge performance burden to the scene.
So I would like to ask, for small-sized soft bodies, are there any recommended solutions or precautions in practice?