(13-10-2021, 09:40 AM)Dave LeDev Wrote: I'm excited to see this feature as well. I believe I'll be able to use it to execute some interesting effects.
Hi there!
Sorry for taking so long to answer this, I've been working on this feature (which I call Full-Body Volumetric Softbody or FBVS) for a few months now. It's pretty much finished, only documentation and minor polishing left. Should be out in a few weeks.
In addition to this, many improvements to softbody blueprint generation workflow have been made:
- Geodesic voxel clustering: automatic optimal cluster radius, clusters don't "jump" trough gaps in the model. For instance, clusters from the right leg of a character won't include particles from the left leg, even if they're spatially very close.
- Topology-independent particle anisotropy: particle shape and orientation is automatically chosen, independent of model vertex density. No longer will areas with few vertices require to use a larger anisotropy radius for the entire model.
- Symmetry enforcement: particle and cluster layout is symmetric for symmetric models.
In practice, all this means
no more hand-tuning of unintuitive blueprint parameters: there's a single "resolution" parameter now. Blueprint quality is much higher than in previous versions: less clusters, less particles, but much better placed.
Will give some more details very soon!