03-04-2019, 10:03 AM
(This post was last modified: 03-04-2019, 10:05 AM by GameKitten.)
Ok,
I managed to make some softbody work on my character model, in unity 2018.1.0f2.
I am discovering what the various params do. Results are nice and look more reliable than flex, flex collisions on softbody are so wrong, they are ignored 90% of the time.
Thanks for the fast answers.
I got another question, can i attach multiple softbody objects to the same skinned mesh, deforming different parts of the skin. Some of them are located on the same bone, and some are on different bones. Will this create a mess with the skinning max distance/falloff from the different sources.
I'm also having a hard time selecting precisely the particles to fix in the editor, doesnt seem like the cull backfacing particles does anything, and since they are all the same color, i have to spin around the model to see what belongs to what.
Anyways it works, money was well invested this time. haha.
I managed to make some softbody work on my character model, in unity 2018.1.0f2.
I am discovering what the various params do. Results are nice and look more reliable than flex, flex collisions on softbody are so wrong, they are ignored 90% of the time.
Thanks for the fast answers.
I got another question, can i attach multiple softbody objects to the same skinned mesh, deforming different parts of the skin. Some of them are located on the same bone, and some are on different bones. Will this create a mess with the skinning max distance/falloff from the different sources.
I'm also having a hard time selecting precisely the particles to fix in the editor, doesnt seem like the cull backfacing particles does anything, and since they are all the same color, i have to spin around the model to see what belongs to what.
Anyways it works, money was well invested this time. haha.