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Skin Constraints in reverse way?
#3
(25-10-2017, 09:54 AM)josemendez Wrote: Hi!

I think you can do it just fine with current implementation. Remember that backstop is the distance from the skinned vertex to the backstop sphere along the vertex normal, and backstop radius is just its radius. So if you set the backstop to a negative value, the backstop sphere would end in front of the particle, as opposed to behind it. Not sure what you want to accomplish by doing this though (it's not like the particles are being pushed "out" of the body when you poke the skin, but "in", so you'd want the regular behaviour: stop them from sinking too much)

Also, it can be useful to set skin radius to zero and skin stiffness to something < 1. That would softly attach the particles to the skinned position.

Thank you for your quick reply, Mr.Mendez.
Forgive me it was my misunderstood. I misunderstood because of object inflation when I set negative backstop value. I thought it was caused by the negative values but I completely forgot I had set the volume constraints little more than 1.
Now I understand Obi Cloth already has had exactly what I described. The purpose of setting negative backstop is to add some skin sinking effect when I grab some soft object, such as rigged rag doll or so, in my VR scene.
So
>>Also, it can be useful to set skin radius to zero and skin stiffness to something < 1. That would softly attach the particles to the skinned position.
this way make objects a bit too stretchy I imagine but any way I will give a try to see how it looks like.

Does Backstop Radius define sphere colliders?
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Messages In This Thread
Skin Constraints in reverse way? - by Snail831 - 25-10-2017, 08:37 AM
RE: Skin Constraints in reverse way? - by Snail831 - 25-10-2017, 04:52 PM