(14-02-2019, 10:51 AM)josemendez Wrote: Hi,
What do you mean "the other way"?
Honestly I don't know what your use case is, but adding that many pin constraints for a dress just doesn't make sense to me. Why'd you want to do that? Pin constraints are used to enable two-way coupling with rigidbodies... looks like you'd want to use either fixed particles or skin constraints, if you're trying to create character clothing. Also having a mesh collider for a deformable object doesn't make sense, specially when Obi has built-in collision detection for cloth.
You suggested two ways. One is to inverse particles, the other is pin constrains. I would like to use fixed particles. I tried to use the object as pinned to slot. If I do that, obi collision needs other collision such as box, cupsele, sphere, mesh. But it looks wrong.
(14-02-2019, 11:04 AM)josemendez Wrote: Like it says in the page:
Code:int particleSolverIndex = actor.particleIndices[<your particle index here>];
solver.invMasses[particleSolverIndex] = <your value here>
Set it to 0 to fix a particle, set it to any positive value to unfix it.
Thank you for your time so much! , but how can I see particle index?
And the the any positive value affect the effect of result?