ObiSolver can perform the simulation in one of two spaces: world space (the default) and local space. Here we will describe how to set up both, and the differences between them.
When simulating in world space, all simulation data (particle positions, velocities, accelerations, etc) will be expressed using the world as a reference frame.
No special setup is required to work in world space. Both the solver and the actors can be anywhere in the scene.
When simulating in local space, all simulation data (particle positions, velocities, accelerations, etc) will be expressed using the solver's transform as the reference frame.
To set up local space simulation, enable "Simulate in local space" in the ObiSolver inspector. Then, make sure all actors that are being simulated by that solver are below it in the hierarchy.
When local space simulation is enabled in the solver, 4 new parameters will appear under it:
Controls how much of the world-space linear velocity of the solver transform is applied to the particles. Typical values range from 0 (none) to 1 (all of it), though values outside of this range can be used for non-physical effects.
Analogous to the previous property, but controls angular velocity (rotations) instead of linear velocity (translations).
Controls how much of the world-space linear inertia of the solver transform is applied to the particles. Typical values range from 0 (none) to 1 (all of it), though other values can be used for non-physical effects.
Analogous to the previous property, but controls angular inertia (rotations) instead of linear inertia (translations). Note that centrifugal and coriolis forces are accounted for.
A quick reminder about the difference between velocity and inertia: inertia is the resistance to a change in velocity. Imagine for a moment that you drive a car with a pair of plush dice hanging from the rearview mirror. While the car is moving at a constant speed, the dice are hanging perfectly still. No velocity from the car is being "transferred" to the dice (world linear velocity scale = 0). If you suddenly hit the brakes, the car would abruptly stop and the dice would swing forward. Here, inertia is trying to keep the dice moving at the same speed they were before the car stopped (world linear inertia scale = 1). You can clearly see this effect in the gif for linear inertia scale:
Velocity and inertia scale are separated into their linear and angular components, to give you maximum control over them. Take advantage of it.
You should always use either velocity scale or inertia scale, but not both at once (unless you really know what you're doing and why). Using both at once could result in highly unphysical behaviour.