[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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>
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Ton Roosendaal  Blender Foundation ton at blender.org  
http://www.blender.org



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