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Some questions about point editing.
#2
1) The volume editor is basically identical to the surface editor. Point selection/edition is done in the same way. It only has minor visualization differences.
2) They no longer affect performance.
3) Yes, they will be used. The "surface" point builder treats the mesh as a point cloud: it considers isolated vertices as potential particles. The "volume" one voxelizes the volume enclosed by the mesh, then places a particle at each voxel's center. After that initial particle generation step, both methods use euclidean distances between particles to generate shape-matching clusters.

Quote:Also am curious if it is possible to make softbody glued to animated mesh or making an "envelope" softbody around animated mesh (jelly man with bones inside)?

Glueing a softbody to an animated mesh is quite easy: create a ObiParticleAttachment, set the target transform as the bone you're interested in glueing the softbody to, and its particle group to the one you're interested in glueing. See: http://obi.virtualmethodstudio.com/tutor...ments.html

Note you can't however blend animation and simulation within the same softbody: mesh vertices must either be simulated or animated, you can't blend both as you can with cloth (using skin constraints).

kind regards,
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Messages In This Thread
RE: Some questions about point editing. - by josemendez - 11-05-2020, 08:13 AM