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Softbody with SkinnedMesh
#8
(20-10-2020, 11:35 AM)Yotingo Wrote: 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)

Colliders by themselves can't move or respond to physics in any way, as they're just shapes with no physical attributes (mass, linear/angular velocities, etc). Only when you add a Rigidbody to a set of colliders, they can respond to physics. Particles can affect rigidbodies just fine, the technical name for this is called two-way coupling (rigidbodies affect particles, and vice-versa) and it is fully supported by Obi.

(20-10-2020, 11:35 AM)Yotingo Wrote: 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)

Bones are created at edit time, we don't do this at runtime as its is quite expensive as I already mentioned. New bones are appended to the existing bone list, so all original bones are still fully functional.
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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