27-02-2026, 04:50 PM
(26-02-2026, 08:26 AM)josemendez Wrote: Hi!
You only need to regenerate the blueprint when modifying sampling settings - which affect the amount and placement of particles, hence the need to specify particle groups again after regeneration. Softbody settings and particle properties (things like mass, radius, softness, etc) don't need you to regenerate the blueprint.
Skeleton particles are attached to volume particles in the voxels adjacent to them. Their influence doesn't extend past that, as larger influences would "rigidify" bigger portions of the softbody and entirely defeat the purpose of having a bone-driven softbody.
Not really, since it assumes you only want control over the particles around the bone and allow all other particles to be driven by simulation. Depending on your use case this can be very limiting.
You can instead create and feed the particle group to the attachment at runtime, by checking for particles that meet a specific condition instead of specifying particle groups in the blueprint manually. For instance: you can create a group with all particles that are inside a specific area or close to an object, and attach them. Here's a few relevant links to the manual:
- How to create and attach a particle group at runtime:
https://obi.virtualmethodstudio.com/manu...ments.html
- How to use spatial queries to determine which particles are inside an area.
https://obi.virtualmethodstudio.com/manu...eries.html
- Instead of spatial queries, you may as well just iterate trough all particle positions manually and check them. It's less efficient but if you're only doing it once it's no big deal. Here's how to access particle data at runtime (positions, velocities, etc):
https://obi.virtualmethodstudio.com/manu...icles.html
let me know if you need further help,
kind regards
Beautiful, thanks for all the suggestions! I feel much less blocked on this task now; will try some of these out today.
