25-02-2019, 09:49 AM
(25-02-2019, 07:41 AM)josemendez Wrote: Hi,
Use skin constraints to blend between skinned and simulated motion.
http://obi.virtualmethodstudio.com/tutor...aints.html
The "skin radius" parameter controls how far from the skinned position can the vertex go when following the simulation. A value of 0 will result in purely skinned motion, larger values will progressively add more simulation to the mix.
Also, try increasing solver damping. This will cause particles to lose energy faster and come to rest. This is specially useful to simulate hair as it is affected by a lot of internal friction.
I've used the skin constraints tutorial as my bible, and even though i've reduce the skin radius to 0 it still moves, i've tried also damping on the solver and the aerodynamic constraints, but still the particles that suppose to be skinned are moving way too much, here's a video of the problem:
https://youtu.be/X-SiVgfFcTM