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Softbody with SkinnedMesh
#6
Hi,

realtime updating/deformation works for collisions the same way it works for softbody dynamics: per-particle collisions, contacts move particles around, and as a result the mesh is deformed (since each particle acts as a bone). No special handling is required for this, it just works. Collisions are simply constraints that affect particles.

Quote:Is the entire MeshCollider updated to match the SkinnedMesh, even when the deformation is caused be animation?

no MeshColliders are involved in character collisions, just particles. Obi is a particle-based physics engine, so everything uses particles for collision detection. Using MeshColliders for this would be extremely slow.
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Messages In This Thread
Softbody with SkinnedMesh - by Yotingo - 13-10-2020, 03:59 PM
RE: Softbody with SkinnedMesh - by josemendez - 14-10-2020, 08:06 AM
RE: Softbody with SkinnedMesh - by Yotingo - 14-10-2020, 08:40 AM
RE: Softbody with SkinnedMesh - by josemendez - 14-10-2020, 09:15 AM
RE: Softbody with SkinnedMesh - by Yotingo - 19-10-2020, 02:55 PM
RE: Softbody with SkinnedMesh - by josemendez - 19-10-2020, 04:23 PM
RE: Softbody with SkinnedMesh - by Yotingo - 20-10-2020, 11:35 AM
RE: Softbody with SkinnedMesh - by josemendez - 20-10-2020, 12:19 PM