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Problem with softbody and complex character with submeshes
#11
(Yesterday, 08:59 AM)josemendez Wrote: Not sure what your setup looks like, your mention having clothes but it seems like you're using ObiSoftbody for them?
Or are you using a ObiSofbody for the character's body and a ObiCloth on top of it? If that's the case, such a setup will be quite brittle as it will rely purely on particle-particle contacts which may suffer from tunneling as the character moves.

Could you share more details regarding what is it that you're trying to achieve?
Hey so, I don't have ObiCloth. 

I have a character that consists out of multiple meshes (I disabled the rest for testing)

on the clothes, I only added this: (see obi2 image)

when I hit play this happens: (see obi3 image)


Basically my goal is very simple: 
I want a softbody, but the clothing meshes should follow softbody so that it always wraps nicely around it. 
Also, the eyes and the hair should sit on the right places. So the eyes should be in the sockets, even when I'm deforming the head (for instance).

I feel this is a very common case, as people will use this asset to make soft humanoids with clothing, blendshapes, hair, eyes, etc. etc. Maybe it's a case for a tutorial or a sample scene?

Edit: I also noticed that at run time the mesh is removed from the object which means that blendshapes are also unavailable.


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#12
(Yesterday, 09:13 AM)aardworm Wrote: Basically my goal is very simple: 
I want a softbody, but the clothing meshes should follow softbody so that it always wraps nicely around it. 
Also, the eyes and the hair should sit on the right places. So the eyes should be in the sockets, even when I'm deforming the head (for instance).

Having multiple ObiSoftbodySkinners skinned to a single ObiSoftbody is the intended solution for this use case. As long as the skinners for the body mesh and the cloth mesh have the same parameters, there should be little to no clipping (as long as your meshes don't clip at rest!).

(Yesterday, 09:13 AM)aardworm Wrote: I feel this is a very common case, as people will use this asset to make soft humanoids with clothing, blendshapes, hair, eyes, etc. etc. Maybe it's a case for a tutorial or a sample scene?

Will add a sample scene that does this, then share it with you.

(Yesterday, 09:13 AM)aardworm Wrote: Edit: I also noticed that at run time the mesh is removed from the object which means that blendshapes are also unavailable.

Blendshapes are not compatible with softbody simulation in general. The reason is that blend shapes alter the rest state of the softbody, which most engines (including Obi) precompute to allow for realtime performance.

Instead of full, physics based softbody simulation, depending on the specifics of your use case you might be able to use a simple vertex deformation solution (eg. VertEx Motion), that takes place *after* blend shapes have been applied.

kind regards,
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#13
(Yesterday, 11:30 AM)josemendez Wrote: Having multiple ObiSoftbodySkinners skinned to a single ObiSoftbody is the intended solution for this use case. As long as the skinners for the body mesh and the cloth mesh have the same parameters, there should be little to no clipping (as long as your meshes don't clip at rest!).


Will add a sample scene that does this, then share it with you.


Blendshapes are not compatible with softbody simulation in general. The reason is that blend shapes alter the rest state of the softbody, which most engines (including Obi) precompute to allow for realtime performance.

Instead of full, physics based softbody simulation, depending on the specifics of your use case you might be able to use a simple vertex deformation solution (eg. VertEx Motion), that takes place *after* blend shapes have been applied.

kind regards,

Thanks for the info! Looking forward to the sample scene Sonrisa.
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#14
(Yesterday, 02:25 PM)aardworm Wrote: Thanks for the info! Looking forward to the sample scene Sonrisa.

Hi,

I've got the scene ready. I added a shirt to the guy in the FullBodyVolumetricSoftbody sample scene. Let me know an email to send it to, as it's too large to attach to the forum (you can send an email to support(at)virtualmethodstudio.com from your address if you don't want to publicly post it here).

[Image: J2RINv6.png]

kind regards,
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