23-11-2020, 10:18 AM
(23-11-2020, 09:02 AM)josemendez Wrote: Did you try setting the stitched particles to the same phase value, so that they don't collide with each other? Stitching them and making them collide will likely cause feedback (dancing) effects.
An alternative could be using dynamically attaching particle groups to rigidbodies, then using hinge constraints on those rigidbodies. Less than ideal, but I think it's the best workaround for now.
Yes I did set the same phase value for the 2 barrels being stitched but they are still dancing after a few seconds. It can be reproduced with the Obi barrels scene.
Funny you mentioned it because I actually thought about this alternative of using rigidbodies and hinges to connect the 2 soft bodies - I will need to create some new (helper) component to orchestrate the setup of a particular hinge (and the required placebo rigidbodies) between 2 softbodies and define the hinge transform - similar to ObiStitcher when creating stiches.
Thanks for considering adding native hinges to Obi soft bodies.