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How to access the SkinnedMeshRenderer behind ObiSoftbodySkinner?
#3
(05-04-2024, 08:24 PM)josemendez Wrote: In few words, yes that’s how it works, except for one important difference: Obi will batch together multiple softbody skinned meshes by combining them, in order to be able to deform a lot of geometry efficiently in parallel. Deforming each individual mesh in the main thread is just not an option, specially not when performing simulation in the GPU.

So there’s not a single “internal SkinnedMeshRenderer” per ObiSoftbodySkinner, but just a few of them for all ObiSoftbodySkinners.

Understood!

(05-04-2024, 08:24 PM)josemendez Wrote:
Blendshapes are not supported. Never have been and probably never will due to how softbody deformation clashes with pose-driven deformation: blendshapes change the rest shape of the base mesh which would require re-generating the blueprint every time a blendshape weight changes, something that cannot be done in realtime.


I'm a little confused about this. I thought the Softbody, when used with SoftbodySkinner, acts very similarly to skeleton animation: each particle is just like a "bone" in skeleton, and when a particle moves, the vertices with non-zero weights binding to that particle moves along. Just like how skeleton animation works, right?

Then why can't it support blendshapes? I understand blendshapes work on the rest shape of the mesh. But they don't require the whole skeleton to be regenerated, in the case of skeleton animation.

My use case is that the mesh is only partially driven by softbody, similar to "ElasticCharacter" sample: the arms are driven by the softbody, but the legs are driven by skeleton animation. Let's say I have a blendshape that changes the shape of legs; is it possible to make them work together?
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RE: How to access the SkinnedMeshRenderer behind ObiSoftbodySkinner? - by kodra - 06-04-2024, 07:11 AM