02-03-2022, 10:38 AM
(02-03-2022, 10:27 AM)josemendez Wrote: 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
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).
Yes but when I put outside the solver,
emitter's position and rotation is not changed by character position and rotation right?
so I need to update its position and rotation every frame? or there is some shortcut for example solver outside character, emitter inside the characters that possible?
when I cancel the parent relationship solver and emitter, it does not work,
emitter has to be inside to solver?