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Mesh looks distorted after adding ObiSkinner
#5
(18-05-2019, 04:02 PM)skinwalker Wrote: I found the problem is in the scale it should be 1x1x1, now do you have any tips how to make the softbody only be affected by my weapon colliders and not player? Also I wonder if I can reduce the effect of the hit because sometimes the softbody bends backwards and cannot return to its original position

Hi there,

For a Unity collider to be "visible" to Obi, it has to have a ObiCollider component attached. This component tells Obi to consider the collider when calculating collisions. So if you only need the weapon colliders to affect the soft body, then add ObiCollider components only to the weapon collider(s). Do not add ObiCollider to your player collider(s).

Note that even if you were to add ObiCollider components to both the player and the weapon, you could still use phases to filter out collisions. See:
http://obi.virtualmethodstudio.com/tutor...sions.html

To reduce the effect of the hit, you can do several things. Maybe the most immediate one is to reduce the SOR Factor for collision constraints. This parameter is found in the ObiSolver, under Collision Constraints. In plain english, the SOR Factor reduces or enhances the effect of the collisions: set it to 0.5, and only 50% of the collision response will be applied. Set it to 1.5, and 150% of the collision response will be applied. See:
http://obi.virtualmethodstudio.com/tutor...olver.html
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Messages In This Thread
RE: Mesh looks distorted after adding ObiSkinner - by josemendez - 18-05-2019, 05:18 PM