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Help  Solver Rotation
#2
This is a basic concept in physics (and games in general): vector spaces.

Obi performs simulation in the solver's local space, as explained in the manual. This has many advantages (ability to control inertial forces, no floating point precision issues away from the world origin, ability to simulate in spaces other than world space, etc):
http://obi.virtualmethodstudio.com/manua...olver.html

Quote:Solvers always perform the simulation in local space. This means that translating, rotating or scaling the solver will rigidly transform the simulation as a whole.

The solution in simple: place the solver above your character in the hierarchy. You might as well place it in your scene at 0,0,0 to get the simulation be performed in world space. Then you will be able to rotate your character and the emitter without the simulation space being rotated too.

Think about the solver like the "world" of your simulation: if you rotate the world, everything within it will rotate too (in this case, the fluid). In your game, your character and the emitter are part of the world so they should be inside of it (below the solver in the transform hierarchy).
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Messages In This Thread
Solver Rotation - by 0xhex - 02-03-2022, 10:06 AM
RE: Solver Rotation - by josemendez - 02-03-2022, 10:27 AM
RE: Solver Rotation - by 0xhex - 02-03-2022, 10:38 AM
RE: Solver Rotation - by josemendez - 02-03-2022, 10:45 AM
RE: Solver Rotation - by 0xhex - 02-03-2022, 11:08 AM