09-12-2021, 04:42 PM
(20-11-2019, 02:59 PM)josemendez Wrote: I think you misunderstood the basic concept behind softbodies: softbodies are composed of multiple particles. The global rotation of the softbody is a result of each individual particle's rotation, plus the constraints that hold them together. So in a sense, the object does not have an angular/linear velocity of its own, nor does it have a position/orientation.
Use a flat 2D mesh for the simulation, with a 3D one bound to it. You can use a full 3D mesh and skin it to the 2D simulation using the ObiParticleSkinner. It will work as you expect. See this video (I used a rectangular mesh, if you're doing a ball you should use a circular one, but you get the idea):
hi, i made a circular one but look weird in 2d mode. Did i do something wrong?