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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

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

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!

So using parallel evaluation doesn't seem to make a change.

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,