02-01-2022, 02:41 PM
(This post was last modified: 02-01-2022, 02:42 PM by josemendez.)
(30-12-2021, 08:42 PM)illinar Wrote: Just want to clarify some things because I have not worded them very clearly. I meant that I need multiple soft bodies per single skinned mesh (so that I can disable some of them when I need to), and those bodies having resolution different from one another (but that of course is possible if I have the full control over the particles at least via code). So is that possible?
Yes, that’s possible. As I mentioned simulation and mesh skinning/binding are decoupled, that means you can skin the same mesh to multiple softbodies(*), or skin multiple meshes to a single softbody.
(*)Note however that this only works for non-overlapping regions of the mesh. If the same region of a mesh is skinned to multiple softbodies, only the latest softbody will be used. This means you can’t have multiple “skins” to multiple softbodies, which I can imagine would be useful for LOD systems where you have multiple versions of the same softbody and switch between them. This is what you describe in your last paragraph, I believe.
If you’re gonna apply morphs to the mesh as a kind of “preprocess”, you can then either re-generate the blueprint from the morphed mesh and re-skin it (easy, bruteforce approach) or set particle positions to match the morphed mesh and re-calculate rest shape matching.