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Problem with softbody and complex character with submeshes
#13
(02-04-2025, 11:30 AM)josemendez Wrote: 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!).


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


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,

Thanks for the info! Looking forward to the sample scene Sonrisa.
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Messages In This Thread
RE: Problem with softbody and complex character with submeshes - by aardworm - 02-04-2025, 02:25 PM