Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Particle connections ignore neighbour
#4
(09-04-2021, 03:59 PM)Hakazaba Wrote: Im hestitant to say, but the use case is breast physics.

No worries, it's not the first or last time someone adds breast physics in a game Sonrisa. It's totally fine.

(09-04-2021, 03:59 PM)Hakazaba Wrote: Id need two edgeloops of particles to be pinned in order to deal with the issues of the edge particles not sharing a neibourhood/constraint with the particles right next to them. This doesn't really work for me since the pin constrains work based on a specific joint, rather than the origional skinning of that area of the mesh, which ruins the weight painting in that area. So ive been trying to get the pinned verticies down to a single edge loop.

Vertices must either follow the simulation, or follow the skinning. Currently, it's not possible to blend between the two, so retaining the original skinning while simulating is not possible. See: http://obi.virtualmethodstudio.com/tutor...tbody.html

Quote:Note that currently, you cannot mix animation and simulation in a single vertex, unlike you can in ObiCloth. Vertices in a softbody character are either driven by animation, or driven by simulation, not both.

(09-04-2021, 03:59 PM)Hakazaba Wrote: It works fine, so long as there is a lot of softbody resistance, but if it's low, then that lack of constraint causes a nasty seam when the bottom of the boob sinks down past the particle constraint. Which even happens if you constrain orientation.

Another result of this, is that since the pinned particles share less constraints than the other particles do, they will deform much more than the rest of the soft body. If something would sag by 1, then those next to the pinned particles would sag by 2, because they actually lack a constraint, making a gross shelf like result

Maybe you can try the following: Add a couple bones to your character's breasts (one per breast), and paint skin weights as desired. You can then create a softbody simulation using a different, simpler mesh, and copy the location of each breast to the bone position. This way the existing bones will be driven by the simulation, allowing you to retain your breast skin weights.
Reply


Messages In This Thread
RE: Particle connections ignore neighbour - by josemendez - 12-04-2021, 08:39 AM