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How to access the SkinnedMeshRenderer behind ObiSoftbodySkinner?
#8
(06-04-2024, 08:53 AM)kodra Wrote: I know blendshapes work on the rest shape. I meant that blendshape work on the mesh that is skinned (has vertices weights painted), not the softbody mesh. By "softbody mesh" I mean the thing is simulated, which is just a bunch of particles with constraints between them.

Precisely: the “softbody mesh” is generated *from* the “skinned mesh” (ie, the high resolution, base mesh, which is the one affected by blendshapes). If you change the base mesh, it stands to reason the softbody mesh must be updated/re-generated.

Quote:Shape-matching constraints work on the softbody mesh, so it should not be affected by blendshapes.

In that case you’d have a mesh with blendshapes and no visible softbody deformation: a regular SkinnedMeshRenderer.

I believe what you want is not softbody simulation on blendshapes, but softbody simulation *or* blendshapes. This is easily accomplished by separating the face/blendshape affected areas into their own SkinnedMeshRenderer.

It would be possible to have blendshapes work in areas of a softbody where the painted softbody influence is zero, but that can harly be considered “blendshape support for softbodies” imho.

Let me know whether this is your use case, I can try and hack <blendshapes for zero softbody influence areas> in for the next beta of v7. Something like:

lerp(softbody simulation,rest mesh -> blendshapes -> skeletal animation, influence)
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Messages In This Thread
RE: How to access the SkinnedMeshRenderer behind ObiSoftbodySkinner? - by josemendez - 06-04-2024, 09:06 AM