13-03-2020, 01:09 AM
Hello,
We recently purchased the Obi Softbody plugin and we are strugling to make it work as we wanted, in our game the user decides the initial scale of the world before playing and everything in that world gets scaled at the start and then you play with that scale.
But the meshes that use softbody doesn't scale as intended, we have read several posts in the unity forums as in here and we got that apparently the way the obi works dynamic scaling is not mathematicaly possible or something like that, the scaling aspect of our game is something we cannot change and we really want to implement softbody physics for some mechanics is there anything we can do to make it work?
Also, we are quite not getting how attachments works as sometimes the mesh bounds get moved outside the camera and the objects don't get rendered, how we can constrain the simulation to stay on the object position but retaining the softbody behaviour? because when we tried to attach some points to the mesh or bones the simulation stop working.
Also, any considerations for the 3d artists, most of our models don't work as expected, in the examples the dragon mesh works flawless with only 3 clicks, but 80% of the models we have tried got mixed results from melting like behvaiour to partial parts of the mesh working as expected.
Thanks!
We recently purchased the Obi Softbody plugin and we are strugling to make it work as we wanted, in our game the user decides the initial scale of the world before playing and everything in that world gets scaled at the start and then you play with that scale.
But the meshes that use softbody doesn't scale as intended, we have read several posts in the unity forums as in here and we got that apparently the way the obi works dynamic scaling is not mathematicaly possible or something like that, the scaling aspect of our game is something we cannot change and we really want to implement softbody physics for some mechanics is there anything we can do to make it work?
Also, we are quite not getting how attachments works as sometimes the mesh bounds get moved outside the camera and the objects don't get rendered, how we can constrain the simulation to stay on the object position but retaining the softbody behaviour? because when we tried to attach some points to the mesh or bones the simulation stop working.
Also, any considerations for the 3d artists, most of our models don't work as expected, in the examples the dragon mesh works flawless with only 3 clicks, but 80% of the models we have tried got mixed results from melting like behvaiour to partial parts of the mesh working as expected.
Thanks!