[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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