12-11-2021, 01:01 AM
Quote:- Obi is unconditionally stable (not just ObiBone) as its based on XPBD, Unity is not.
Oh yeah, I forgot about this point.
I already implemented physical ragdoll system with configurable joints and rigidbodies and that worked pretty well indeed, though there were small issues of oscillation and explosion when they received exceeded impact. As you showed us in the manual with 12 particles dragon's tail, Obi bone seems to handle those situation easily!
Quote:- Obi is an unified solver, which means bones can interact with cloth, fluids, etc.
In the obi system, all obi actors should belong to a single solver to interact with each other but according to the wip manual, obi bone actor's solver should generally be at the root of the character rig. How can we make that "dragon's tail" to whip and mix obi fluid in a scene, for example?
Regarding collisions, obi bone locates particles at each joint. How do we fill collision between collision between particles? Adding Unity's default colliders accordingly?