[Bf-committers] rest spring length for new softbody objects
Ton Roosendaal
ton at blender.org
Thu Nov 17 23:44:19 CET 2005
Hi,
Aah! that's indeed a flaw in the modifiers we need to tackle.
The softbody modifier is not allowed to be after a destroying (or
adding) modifier, so at that time the original data is present.
Since I know this code now, I'll put it on my list!
-Ton-
On 17 Nov, 2005, at 20:40, bjornmose wrote:
> 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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Ton Roosendaal Blender Foundation ton at blender.org
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