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Problem with softbody and complex character with submeshes
#12
(02-04-2025, 09:13 AM)aardworm Wrote: Basically my goal is very simple: 
I want a softbody, but the clothing meshes should follow softbody so that it always wraps nicely around it. 
Also, the eyes and the hair should sit on the right places. So the eyes should be in the sockets, even when I'm deforming the head (for instance).

Having multiple ObiSoftbodySkinners skinned to a single ObiSoftbody is the intended solution for this use case. As long as the skinners for the body mesh and the cloth mesh have the same parameters, there should be little to no clipping (as long as your meshes don't clip at rest!).

(02-04-2025, 09:13 AM)aardworm Wrote: I feel this is a very common case, as people will use this asset to make soft humanoids with clothing, blendshapes, hair, eyes, etc. etc. Maybe it's a case for a tutorial or a sample scene?

Will add a sample scene that does this, then share it with you.

(02-04-2025, 09:13 AM)aardworm Wrote: Edit: I also noticed that at run time the mesh is removed from the object which means that blendshapes are also unavailable.

Blendshapes are not compatible with softbody simulation in general. The reason is that blend shapes alter the rest state of the softbody, which most engines (including Obi) precompute to allow for realtime performance.

Instead of full, physics based softbody simulation, depending on the specifics of your use case you might be able to use a simple vertex deformation solution (eg. VertEx Motion), that takes place *after* blend shapes have been applied.

kind regards,
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Messages In This Thread
RE: Problem with softbody and complex character with submeshes - by josemendez - 02-04-2025, 11:30 AM