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Softbody with SkinnedMesh
#2
Hi there!

The main limitation is that a vertex must either be simulated, or animated, you can't mix/blend between the two. See:
http://obi.virtualmethodstudio.com/tutor...tbody.html

Softbody simulation works by generating a particle-based sampling of the character mesh, then skinning the mesh to these particles.

Particles of a user-defined size will be placed at the surface of the mesh, keeping a user-defined spacing in between them. These are used to perform the simulation. Then, they are added to the SkinnedMeshRenderer as additional bones, and vertices are skinned to the nearest (within a radius) particle in the softbody. In the dangly arms character scene, the arms are 100% simulated, while the rest of the body is 100& animated.

There's no demos available unfortunately, as there's no easy restriction/limitation to be placed on the package that still lets you evaluate it properly. We have no problem accepting refunds for any reason, though. Do be warned that the store is taking quite a lot of time to attend refund requests lately (> 20 days), as they seem to be overwhelmed with requests. Indeciso
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Messages In This Thread
Softbody with SkinnedMesh - by Yotingo - 13-10-2020, 03:59 PM
RE: Softbody with SkinnedMesh - by josemendez - 14-10-2020, 08:06 AM
RE: Softbody with SkinnedMesh - by Yotingo - 14-10-2020, 08:40 AM
RE: Softbody with SkinnedMesh - by josemendez - 14-10-2020, 09:15 AM
RE: Softbody with SkinnedMesh - by Yotingo - 19-10-2020, 02:55 PM
RE: Softbody with SkinnedMesh - by josemendez - 19-10-2020, 04:23 PM
RE: Softbody with SkinnedMesh - by Yotingo - 20-10-2020, 11:35 AM
RE: Softbody with SkinnedMesh - by josemendez - 20-10-2020, 12:19 PM