10 hours ago
(This post was last modified: 10 hours ago by josemendez.)
Thanks for reporting this issue!
Found the culprit: skin, blueprints and softbody transforms have different scales, and there's a bug that affects the skinning process, shifting particle distances by an incorrect scale.
To fix it, open up ObiSoftbodySkinner.cs, around line 331 you should find this:
Replace with:
The reasoning for this is that blueprint scale/rotation is already baked into particle rest positions, no need to reapply it during skinning.
Let me know if this fixes your problem.
kind regards,
Found the culprit: skin, blueprints and softbody transforms have different scales, and there's a bug that affects the skinning process, shifting particle distances by an incorrect scale.
To fix it, open up ObiSoftbodySkinner.cs, around line 331 you should find this:
Code:
var blueprintTransform = Matrix4x4.TRS(Vector3.zero, softbody.softbodyBlueprint.rotation, softbody.softbodyBlueprint.scale);
skinMap.MapParticlesToVertices(skinnedMeshRenderer.sharedMesh, softbody, transform.localToWorldMatrix * blueprintTransform, softbody.transform.worldToLocalMatrix, radius, falloff, maxInfluences, true, softbodyInfluence, m_softbodyInfluences);Replace with:
Code:
skinMap.MapParticlesToVertices(skinnedMeshRenderer.sharedMesh, softbody, transform.localToWorldMatrix, softbody.transform.worldToLocalMatrix, radius, falloff, maxInfluences, true, softbodyInfluence, m_softbodyInfluences);The reasoning for this is that blueprint scale/rotation is already baked into particle rest positions, no need to reapply it during skinning.
Let me know if this fixes your problem.
kind regards,

