Attaching a soft body node to the world space
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- Posts: 3
- Joined: Wed Dec 02, 2009 5:01 pm
Attaching a soft body node to the world space
I need to attach a soft body node to the world space, but I'm not sure if this is actually possible without creating a static object and then attaching the soft body to that. This seems a bit inefficient though, so I was hoping there was a better way. Any ideas? Thanks in advance.
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- Posts: 3
- Joined: Wed Dec 02, 2009 5:01 pm
Re: Attaching a soft body node to the world space
Hmm, it appears I've found the answer to my own question. softbody->setMass(index, 0) will set a vertex to 0 mass, at which point it will be fixed to the world space. Unfortunately, those vertices have a tendency to slowly move away from their starting positions, irrespective of how they're attached. I'm in the process of trying to figure out how to fix this problem, as well as another problem that results in rigid objects going right through the soft body while only being deflected a little bit.
Anyway, I'll post any solutions I find if and when I find them.
Oh, I'd also like to know if it's possible to do collision detection with the graphic mesh, and then translate that into a collision with the soft body mesh. The way my soft body mesh moves is just fine, but it's pretty obvious that objects aren't actually colliding with the graphical model. It doesn't help that my model is very much concave, and is shaped like the inside of a dome.
Anyway, I'll post any solutions I find if and when I find them.
Oh, I'd also like to know if it's possible to do collision detection with the graphic mesh, and then translate that into a collision with the soft body mesh. The way my soft body mesh moves is just fine, but it's pretty obvious that objects aren't actually colliding with the graphical model. It doesn't help that my model is very much concave, and is shaped like the inside of a dome.