[Bf-committers] rest spring length for new softbody objects
bjornmose
bjornmose at gmx.net
Thu Nov 17 20:40:55 CET 2005
Hi ton and all,
there is an issue i want to discuss here:
The introduction of the modifier stack has changed the calculation of
the lenght the springs try to preserve along edges. In order to remove
all object (mesh) specific code Daniel introduced the spring lenght
calulation with the vertices after they have been processed by the
mofifier stack. This resulted in weird behavior of meshes when they were
rigged to an armature and the armature is not in rest position while the
softbody mesh is first created. The reason is, that the edges (spring)
rest lengthes are calulated from the deformed mesh, so that the mesh
tries to keep the edge lenght it had in the frame the SB object was created.
For meshes i did reintroduce the spring lenght calculation from the
original (unmodified) mesh to have predictable spring rest lenght no
matter what the modifier stack does to the mesh later.
However i left the default calulation for all other SB objects.
Well i assume lattices and curves are or should become deformable by
armatures, hooks etc. so they will run in the same problem meshes had.
My point of view is, that all objects should set rest lenght according
to the vertex positions as they are in edit mode.
Let me know what you think
Jens Ole
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