Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Help  Controlling specific particle force / custom constraints.
#19
Thanks for answering so fast!
1. I tried it and it seems to work quite well. My only issue is that the original mesh has multiple meshes and a simple animation for the snake's ondulation and tongue hissing.
I guess if I want to use an Animator and a complex mesh, the only possible use is ObiBone?
I don't need complex movement, just a snake that passes through and hisses sometimes, and the body should collide with floor for realism.

2. Also, with ObiBone, when the Solver is at the Armature's root, even with World inertia settings maxed out, there is no movement applied to ObiBone when I move the parent mesh object manually. Is it intended as it works with the Animator, not Transform?
I got around it by putting the solver on an empty parent of the Animator, then manual movement of the Animator transform applies to the simulation.
Reply


Messages In This Thread
RE: Controlling specific particle force / custom constraints. - by MoonglowStudio - 20-06-2022, 04:46 PM