21-08-2026, 08:16 PM
(This post was last modified: 21-08-2026, 08:18 PM by corabelfunk.)
hi, I'm trying to set up the common use case of an animated character with softbody physics layered on top.
I tried copying the setup from the FBVS sample scene, but the simulation doesn't seem connected to the character's skeleton at all, and just falls to the ground.
How does the FBVS establish a one-way constraint from the softbody particles? Does the solver just detect that there are skeletal particles in the blueprint? Are there restrictions on how the skeleton hierarchy must be set up? I've reviewed the manual in depth but it doesn't have many details.
here's a video that shows the various issues i'm hitting, as well as the scene and blueprint setup. warning slightly NSFW: link
(i did use a skin map to mask out parts of the character, but disabled it to record the video so i could show more clearly what's going on)
I hope I can get it working; excited about the potential!
I tried copying the setup from the FBVS sample scene, but the simulation doesn't seem connected to the character's skeleton at all, and just falls to the ground.
How does the FBVS establish a one-way constraint from the softbody particles? Does the solver just detect that there are skeletal particles in the blueprint? Are there restrictions on how the skeleton hierarchy must be set up? I've reviewed the manual in depth but it doesn't have many details.
here's a video that shows the various issues i'm hitting, as well as the scene and blueprint setup. warning slightly NSFW: link
(i did use a skin map to mask out parts of the character, but disabled it to record the video so i could show more clearly what's going on)
I hope I can get it working; excited about the potential!


![[Image: AaFTM6S.png]](https://i.imgur.com/AaFTM6S.png)