14-12-2021, 01:48 PM
(This post was last modified: 14-12-2021, 01:53 PM by josemendez.)
Hi there!
What do you mean exactly by "extreme" results? tried several values ranging from 16 to 128 and they all give reasonable results. Shape analysis only affects particle anisotropy (shape and orientation), particle placement will not be affected by it. Here's the results with resolution 32 and 96:
Keep in mind that after you modify the particle representation of a softbody, you need to re-bind any existing skins to it. This means you need to go to the ObiSoftbodySkinner component and click "bind skin", otherwise the skin data that's serialized will not match up with the current blueprint. See:
http://obi.virtualmethodstudio.com/manua...inner.html
Quote:
Of course, that's why they are parameters! Otherwise everything would just be hardcoded. Same as you need to find the right parameters for light mapping any given model in Unity and many other things, you do for making a softbody.
You do need to find the right number for each model but this is not guesswork: you need to understand how sampling works and what the needs for your mesh are, based on that you'll get a pretty good idea of what values to use. The manual goes into details about what each parameter and sampling mode does:
http://obi.virtualmethodstudio.com/manua...setup.html
Do you mean painting skin weights using the ObiSoftbodySkinner component, right? As far as I can tell this works fine, painting the legs paints the legs, etc. Can you share a video/screenshot of the problem?
(14-12-2021, 12:53 PM)aqualonix Wrote: In FullBodyVolumetricSoftbody scene i decide to edit blueprint and changed shape analysis resolution. Any other number that 72 gives me extreme results.
Do I need to find right number to every model?
What do you mean exactly by "extreme" results? tried several values ranging from 16 to 128 and they all give reasonable results. Shape analysis only affects particle anisotropy (shape and orientation), particle placement will not be affected by it. Here's the results with resolution 32 and 96:
Keep in mind that after you modify the particle representation of a softbody, you need to re-bind any existing skins to it. This means you need to go to the ObiSoftbodySkinner component and click "bind skin", otherwise the skin data that's serialized will not match up with the current blueprint. See:
http://obi.virtualmethodstudio.com/manua...inner.html
Quote:
Quote:If you re-generate the softbody blueprint but do not re-bind the skin, skinning will look incorrect. You want to Generate the blueprint first, then Bind the skinner, in that order.
(14-12-2021, 12:53 PM)aqualonix Wrote: Do I need to find right number to every model?
Of course, that's why they are parameters! Otherwise everything would just be hardcoded. Same as you need to find the right parameters for light mapping any given model in Unity and many other things, you do for making a softbody.
You do need to find the right number for each model but this is not guesswork: you need to understand how sampling works and what the needs for your mesh are, based on that you'll get a pretty good idea of what values to use. The manual goes into details about what each parameter and sampling mode does:
http://obi.virtualmethodstudio.com/manua...setup.html
Quote:In ElasticCharacter demo I got some problem from the start. It looks like painting weights problem, but I couldn't repaint this places in the blueprint.
Completely repainting weight is also a problem. When I decided to paint a leg it paints in all other places like hand and head etc..
Do you mean painting skin weights using the ObiSoftbodySkinner component, right? As far as I can tell this works fine, painting the legs paints the legs, etc. Can you share a video/screenshot of the problem?