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How constraints Z position in 3D world
#4
(20-11-2019, 01:34 PM)Zavhoz Wrote: 3D mode:


2D mode:

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.

If you use a full 3D mesh for the softbody, and then try to constraint its individual particles to 2D, it won't work, because each particle needs to be able to rotate in 3D even if the entire softbody seems to rotate in 2D only. For it to work as you expect you would have to constraint the position/orientation of the object as a whole, but it does not have one, so you cannot do that.

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):
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Messages In This Thread
RE: How constraints Z position in 3D world - by josemendez - 20-11-2019, 02:59 PM