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Help  Obi7 | Fluid collision with skinned mesh
#7
(28-08-2024, 07:57 AM)josemendez Wrote: 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. 

Oh, thanks for the detailed explanation!

Let me sum up the task then. Let's say I have a character which is a SkinnedMesh generated on runtime and it could be a very fat person or a really thin one because of the blendshapes used for customization. My task is to pour a glass of water (really small amount of liquid in compare to the skinned mesh size) on this skinnedmesh and I want to have as much precision on this mesh vs water interaction as possible. Is it somehow possible using the current OBI stack of tools at all? And if it's not - what would be the most approximately close result I can achieve?
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RE: Obi7 | Fluid collision with skinned mesh - by sam3dx - 30-08-2024, 02:22 AM