Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
How constraints Z position in 3D world
#8
(20-11-2019, 02:59 PM)josemendez Wrote: I think you misunderstood the basic concept behind softbodies: softbodies are composed of multiple particles. The global rotation of the softbody is a result of each individual particle's rotation, plus the constraints that hold them together. So in a sense, the object does not have an angular/linear velocity of its own, nor does it have a position/orientation.

Use a flat 2D mesh for the simulation, with a 3D one bound to it. You can use a full 3D mesh and skin it to the 2D simulation using the ObiParticleSkinner. It will work as you expect. See this video (I used a rectangular mesh, if you're doing a ball you should use a circular one, but you get the idea):

hi, i made a circular one but look weird in 2d mode. Did i do something wrong?


Attached Files Thumbnail(s)
       
Reply


Messages In This Thread
RE: How constraints Z position in 3D world - by gesila77 - 09-12-2021, 04:42 PM