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can you remove particles from a full-body volumetric softbody?
#1
I'm trying to make a character that has natural jiggle on all the naturally jiggling body parts. However, when I don't edit the particles, the boobs don't jiggle (but everything else does). I'm trying to fix this by either removing the particles (thinking that less particles would make it less 

I have two issues with FBVS:
- when ever I remove particles, the areas where I removed particles explodes when I press play:
https://ibb.co/s956L3qM
- I figured: I can't edit the body when it also uses bones so I tried I edit it first and then add the bones. This gave me the same result. 


So, is there a way that I can remove particles that I don't need without things breaking on a full body volume simulation?
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#2
(09-07-2025, 07:09 AM)aardworm Wrote: I'm trying to make a character that has natural jiggle on all the naturally jiggling body parts. However, when I don't edit the particles, the boobs don't jiggle (but everything else does). I'm trying to fix this by either removing the particles (thinking that less particles would make it less 

I have two issues with FBVS:
- when ever I remove particles, the areas where I removed particles explodes when I press play:
https://ibb.co/s956L3qM

Make sure to rebind your skinmap after removing the particles, otherwise vertices will be bound to particles that no longer exist and you'll get the results shown in the screenshot.

(09-07-2025, 07:09 AM)aardworm Wrote: - I figured: I can't edit the body when it also uses bones so I tried I edit it first and then add the bones. This gave me the same result. 

(09-07-2025, 07:09 AM)aardworm Wrote: So, is there a way that I can remove particles that I don't need without things breaking on a full body volume simulation?

The usual approach is to just paint zero influence on the skin for those areas that you don't want to jiggle. The FVBS sample scene does this to exclude the head, feet, hands of the character and make sure they fully follow the animation. Other areas of the body have intermediate influences, some being affected by softbody simulation more than others. See: https://obi.virtualmethodstudio.com/manu...inner.html

This has a big advantage over removing particles: there's a smooth falloff/blend between fully simulated and fully animated areas.

kind regards,
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