25-04-2025, 08:06 AM
(This post was last modified: 25-04-2025, 08:29 AM by josemendez.)
(24-04-2025, 03:16 PM)Jawsarn Wrote: Sorry, I don't quite follow. If I have a single ObiBone at "pelvis" and my "fin" child hierarchy and "tail" child hierarchy want e.g. different mass curve. How am I supposed to set that up from one ObiBone?
You can't have different mass curves, but the curve you do have applies to all "branches" of the hierarchy. If you want different values for specific branches, you have to do that programmatically (you can assign parameters to every particle and constraint separately in Obi), as there's no way to do that from the UI currently.
What I can do is create a "ObiBoneOverride" component that when applied to a bone that's part of the hierarchy simulated by an ObiBone, overrides all curves for that specific branch. Would this solve your use case?
(24-04-2025, 03:16 PM)Jawsarn Wrote: If the root "pelivs" is marked as fixed, no simulation should take place for that transform right? So there should be no need to merge any simulations if we would have two ObiBones for "fin" and "tail" sub hierarchies.
If you only have ObiBones for "fin" and "tail", then there's no need to merge anything and things will work fine, since their hierarchies do not share any bones: they're completely independent. This is the approach used in the "CharacterTentacles" sample scene.
However if you have another ObiBone at "pelvis", it will simulate all bones below it in the hierarchy including "fin", "tail", and their sub-hierarchies. The only bone that would not be simulated is "pelvis" itself, if marked as fixed. As a result, you'd have two sets of simulation results for fin, tail, and all bones below them: the simulation carried out by the pelvis ObiBone, and the simulations carried out by the fin and tail ObiBones. Which one ends up being applied to the bones is undefined (and undefined behavior is not good!). Hope that makes sense!
kind regards,