30-12-2021, 01:10 PM
(This post was last modified: 30-12-2021, 01:37 PM by josemendez.)
Hi!
Yes, you can do this. Softbodies can be individually enabled/disabled (just enable/disable the component). Each softbody can use a different blueprint and have different resolution.
Obi already works like this: one extra bone is created for each particle in the simulation, and these bones are appended to your skeleton. There's no extra benefit in manually driving your own bones, except for extra control in skin weight distribution.
If by morphs you mean blend shapes, not possible. Blend shapes are applied *after* skinning, and softbody simulation is applied *before* skinning. If all you want is the mesh changing after the simulation that's okay, but you can't use blend shapes to affect the simulation in any way.
Except for the blend shape part, yes. What you describe is basically how Obi works by default.
Yes, full two-way coupling is supported out of the box. Been there from 1.0, as it was the main reason Obi came into existence: Unity's built-in cloth simulation didn't have support for rigidbody coupling and I needed, so I wrote Obi out of necessity.
No, you can read/write particle positions (and orientations, radii, mass, velocities, etc) by simply accessing an array. Doesn't get any faster than that. See:
http://obi.virtualmethodstudio.com/manua...icles.html
Yes, this is what Obi does. Simulation and mesh binding are decoupled from each other.
This has also been always possible. You can set/get any per-particle property (including position, orientation and size) at any time. See the above link.
New Year Sale has ended around January 7th past years, not sure about this one. We publishers do not have any special information about sales compared to regular users, Unity simply asks us if we want to participate or not, that's all.
cheers!
(30-12-2021, 01:42 AM)illinar Wrote: What I want to do is attach multiple obi simulations to characters rigid body based skeleton and to be able to enable and disable them on the fly for optimisation, and to have body parts with different sim resolution.
Yes, you can do this. Softbodies can be individually enabled/disabled (just enable/disable the component). Each softbody can use a different blueprint and have different resolution.
(30-12-2021, 01:42 AM)illinar Wrote: I would make my own skinning and rigging and would read from particle positions to drive the skin bones.
Obi already works like this: one extra bone is created for each particle in the simulation, and these bones are appended to your skeleton. There's no extra benefit in manually driving your own bones, except for extra control in skin weight distribution.
(30-12-2021, 01:42 AM)illinar Wrote: The skin should still have morphs.
If by morphs you mean blend shapes, not possible. Blend shapes are applied *after* skinning, and softbody simulation is applied *before* skinning. If all you want is the mesh changing after the simulation that's okay, but you can't use blend shapes to affect the simulation in any way.
(30-12-2021, 01:42 AM)illinar Wrote: Would that be a reasonable approach or would that be possible at all?
Except for the blend shape part, yes. What you describe is basically how Obi works by default.
(30-12-2021, 01:42 AM)illinar Wrote: Is two way coupling between soft body particles and rigidbodies possible?
Yes, full two-way coupling is supported out of the box. Been there from 1.0, as it was the main reason Obi came into existence: Unity's built-in cloth simulation didn't have support for rigidbody coupling and I needed, so I wrote Obi out of necessity.
(30-12-2021, 01:42 AM)illinar Wrote: Are there maybe some overheads and performance costs from reading particle positions or sth like that?
No, you can read/write particle positions (and orientations, radii, mass, velocities, etc) by simply accessing an array. Doesn't get any faster than that. See:
http://obi.virtualmethodstudio.com/manua...icles.html
(30-12-2021, 01:42 AM)illinar Wrote: What I would actually want is multiple Obi soft bodies attached to the same mesh with different sim resolution and with ability to turn their sim on or off individually. But I don't expect that those features exist.
Yes, this is what Obi does. Simulation and mesh binding are decoupled from each other.
(30-12-2021, 01:42 AM)illinar Wrote: Also I remember there was no manual control of individualparticle placement. Is that still the case? Or is editing particle transforms via script is possible so that I can implement my own editor?
This has also been always possible. You can set/get any per-particle property (including position, orientation and size) at any time. See the above link.
(30-12-2021, 01:42 AM)illinar Wrote: Could you also please tell me when the sale ends? I'm very tempted to buy the whole set.
New Year Sale has ended around January 7th past years, not sure about this one. We publishers do not have any special information about sales compared to regular users, Unity simply asks us if we want to participate or not, that's all.
cheers!