Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Softbody with SkinnedMesh
#7
I appreciate your time!
I think this is the last set of questions I have for now:

Quote: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.


If I understand this correctly; Obi Softbody (particle physics) can be affected by other colliders but not the other way around? (The particles won't move other colliders)


Quote:When you set particle sizing and spacing, this automatically determines the amount of bones, as there's one bone per particle. Large particles = fewer bones. Smaller particles = more bones, up to one per vertex. 


With each particle being assigned it's own bone; are these bones created at runtime or in editor? 
Are the original bone SkinnedMesh assignments overwritten? (Meaning any part of the mesh affected by Obi Softbody is no longer affected by the original bones)
Reply


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