22-05-2026, 10:36 AM
Hey, I'm making a project where I have an attached softbody that is able to be deformed, but I'm running into some issues.
The goal is for the mesh in the image below to be attached to the table it is on, this table is a static object.
Currently the issue I've been running into is that when I use an Obi Particle Attachment and bind the bottom particles of the softbody to the table, the top edges of the mesh begin to jitter, as seen through the deformation in the screenshot below.
The mesh is set up similarly to the dragon from the sample scene, having split the soft body from the skinner and renderer, though the issue remains when I have it all as 1 object.
![[Image: image.png?ex=6a1174ee&is=6a10236e&hm=a0d...af847fada&]](https://cdn.discordapp.com/attachments/751797336757501982/1507316013664960512/image.png?ex=6a1174ee&is=6a10236e&hm=a0d702de5d18791a16dbba2577ac3c16f97403edf2d00a161de7558af847fada&)
When the mesh is placed on the table without an Obi Particle Attachment it is fully alright, similarly if I enable Constraint Orientation the mesh is also stable, but does not store any deformation that occurs to it, bouncing back to its original shape the second the collision ends.
I've tried quite a few things already, such as increasing my substeps, all variations of the blueprint generation using Surface and Volume sampling, and I've confirmed that it's likely not an issue related to my solver since the issue also occurs when I place this mesh in the DeformableBarrels sample scene.
The mesh does currently stay deformed after any collisions, the jittering is the only problem I'm having.
Does anyone have any suggestions as to how I can get this jittering to stop?
I would greatly appreciate any input, thanks already!
The goal is for the mesh in the image below to be attached to the table it is on, this table is a static object.
Currently the issue I've been running into is that when I use an Obi Particle Attachment and bind the bottom particles of the softbody to the table, the top edges of the mesh begin to jitter, as seen through the deformation in the screenshot below.
The mesh is set up similarly to the dragon from the sample scene, having split the soft body from the skinner and renderer, though the issue remains when I have it all as 1 object.
![[Image: image.png?ex=6a1174ee&is=6a10236e&hm=a0d...af847fada&]](https://cdn.discordapp.com/attachments/751797336757501982/1507316013664960512/image.png?ex=6a1174ee&is=6a10236e&hm=a0d702de5d18791a16dbba2577ac3c16f97403edf2d00a161de7558af847fada&)
When the mesh is placed on the table without an Obi Particle Attachment it is fully alright, similarly if I enable Constraint Orientation the mesh is also stable, but does not store any deformation that occurs to it, bouncing back to its original shape the second the collision ends.
I've tried quite a few things already, such as increasing my substeps, all variations of the blueprint generation using Surface and Volume sampling, and I've confirmed that it's likely not an issue related to my solver since the issue also occurs when I place this mesh in the DeformableBarrels sample scene.
The mesh does currently stay deformed after any collisions, the jittering is the only problem I'm having.
Does anyone have any suggestions as to how I can get this jittering to stop?
I would greatly appreciate any input, thanks already!


![[Image: image.png?ex=6a137c7a&is=6a122afa&hm=976...c871ab500&]](https://cdn.discordapp.com/attachments/751797336757501982/1507873873285218314/image.png?ex=6a137c7a&is=6a122afa&hm=976e428dbc63f9c07d993631d71106658a964bb4735318f141941a9c871ab500&)