07-09-2022, 05:10 PM
(This post was last modified: 08-09-2022, 10:15 AM by TheRitcher.
Edit Reason: more details
)
Hello,
one way I use to take control of particles (in this case to pull the around) is to set the inverse mass to 0. This method works very well, the "locked" particles are stable and do what I tell them to do but in the specific case of a softbody (not observable on ObiRope), the particles around those whose inverse mass I've set to 0, are very unstable: their position but mostly their orientation keeps changing wildly and make the softbody look broken at the "grabbed" boundary (meaning the boundary of the set of particles that now have inverse mass = 0).
I am calling actor.UpdateParticleProperties() whenever the inverse mass of particles is set (or set back to its original value), additionally I tried to call actor.SetConstraintsDirty(Oni.ConstraintType.ShapeMatching) but it made no difference.
Important to say that I am using the vertex method in the blueprint and I have 1 bone per particle so I think the problem might also be related to the skinner (and I've tried to bind the mesh with different parameters).
Any ideas?
Thanks all!
one way I use to take control of particles (in this case to pull the around) is to set the inverse mass to 0. This method works very well, the "locked" particles are stable and do what I tell them to do but in the specific case of a softbody (not observable on ObiRope), the particles around those whose inverse mass I've set to 0, are very unstable: their position but mostly their orientation keeps changing wildly and make the softbody look broken at the "grabbed" boundary (meaning the boundary of the set of particles that now have inverse mass = 0).
I am calling actor.UpdateParticleProperties() whenever the inverse mass of particles is set (or set back to its original value), additionally I tried to call actor.SetConstraintsDirty(Oni.ConstraintType.ShapeMatching) but it made no difference.
Important to say that I am using the vertex method in the blueprint and I have 1 bone per particle so I think the problem might also be related to the skinner (and I've tried to bind the mesh with different parameters).
Any ideas?
Thanks all!