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Stretching verts uniformly - Printable Version +- Obi Official Forum (https://obi.virtualmethodstudio.com/forum) +-- Forum: Obi Users Category (https://obi.virtualmethodstudio.com/forum/forum-1.html) +--- Forum: Obi Softbody (https://obi.virtualmethodstudio.com/forum/forum-12.html) +--- Thread: Stretching verts uniformly (/thread-4552.html) |
Stretching verts uniformly - Aroosh - 13-09-2025 Hello I have a softbody that looks like a block of iron which has about the same number of particles and vertices. I noticed that when I stretch either of the sides the vertices do not stretch uniformly. Can you point me in the right direction as to what parameters I should tweak in order to make this stretching uniform? Thanks Aroosh RE: Stretching verts uniformly - josemendez - 15-09-2025 (13-09-2025, 05:32 AM)Aroosh Wrote: Hello Hi, Use Parallel evaluation mode instead of Sequential. See: https://obi.virtualmethodstudio.com/manual/7.1/obisolver.html#evaluationmode kind regards, RE: Stretching verts uniformly - Aroosh - 19-09-2025 Hey! So using parallel evaluation doesn't seem to make a change. Is there anything else I can do? Thanks Aroosh RE: Stretching verts uniformly - josemendez - 19-09-2025 (19-09-2025, 03:27 AM)Aroosh Wrote: Hey! That means simulation is not the problem. Rendering might be, see below. (19-09-2025, 03:27 AM)Aroosh Wrote: Is there anything else I can do? Yes, you may need to use more skin influences to bind the mesh to the simulation. To do this, use a custom skinmap in your ObiSoftbodySkinner component, set the "Max Influences" to something other than the default 4 (6-12) and click "Bind". This will drive the motion of each vertex using more particles, which may improve skinning smoothness. kind regards, |