Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Help  Controlling specific particle force / custom constraints.
#18
(19-06-2022, 03:09 PM)MoonglowStudio Wrote: Hi Jose!
Would it be possible to use this implementation with a custom 3D mesh?
This question applies to all ObiRope uses, does it need to be a ObiRopeExtrudedRenderer baked mesh?

Hi!

No, there's 4 built-in renderer components, and you can write your own too:
http://obi.virtualmethodstudio.com/manua...modes.html

not limited to ObiRopeExtrudedRenderer by any means Sonrisa. You can use ObiRopeMeshRenderer to render the rope using custom mesh.

(19-06-2022, 03:09 PM)MoonglowStudio Wrote: I tried creating a snake with ObiBone on the first segment of the tail, but the snake became possessed each time the Root Rigidbody was set to isKinematic = false Gran sonrisa . Also, the tail was sliding on the ground, not keeping the snake's path so your implementation seems better.

ObiBones aren't really meant for this use case. ObiRope with a custom renderer might be a better option, if ObiRopeExtrudedRenderer does not fit your requirements (for instance, you need the mesh to have joint-based animation as well) then you can just drive custom joints in your mesh using particle positions.
Reply


Messages In This Thread
RE: Controlling specific particle force / custom constraints. - by josemendez - 20-06-2022, 06:50 AM