Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Help  Obi7 | Fluid collision with skinned mesh
#6
(27-08-2024, 09:13 PM)sam3dx Wrote: Isn't distance fields have limitations on creating it on runtime from the skinned mesh including currently enabled blendshapes? Or even follow the skeletal animation?

Hi!

I wasn't talking about creating a distance field in the CPU at runtime for a skinned mesh, which is indeed extremely costly. The alternative I was talking about is approximating the geometry around each bone with a collider (in this case a SDF), then parenting it to the bone. This is the typical approach used in most modern games, except that capsules/spheres are used instead of SDFs since it requires a lot less storage.

This doesn't require to create or modify any collision geometry at runtime, and for most humanoid characters the results are indistinguishable from colliding against the actual deformed mesh since only areas influenced by multiple bones show any significant deviation from the SDFs' implicit surface. Would not work with extreme blendshapes though (things like changing body proportions).

(27-08-2024, 09:13 PM)sam3dx Wrote: What about this approach: 
- create a proxy "obi cloth" from the skinned mesh (cloth that 100% driven by bones and 0% by free simulation)
- use that cloth to collide with fluid
Could it work? is it possible?

This would perform much worse and collisions would be a lot less robust, since you'd be approximating the mesh with a bunch of spheres - the cloth particles.

kind regards,
Reply


Messages In This Thread
RE: Obi7 | Fluid collision with skinned mesh - by josemendez - 28-08-2024, 07:57 AM