KinematicBody->SoftBody->Softbody collision is blowing out
Posted: Tue Jun 21, 2016 10:33 am
Hi,
I have created a Human Compound Shape using ConvexHull Primitives and adding SoftBody cloth on top of that, when I move the Kinematic Bodies using Transform all the simulation is working fine with one cloth with some flaws.
But when I add one more cloth on top of another cloth the simulation becomes unstable and cloths are blowing off and showing faces of triangles and frame drops.
Please advice me on this what best parameters to set to have KinematicBody->SoftBody->SofBody Collision.
My Current Cloth Params are,
pm.Lst = 0.01f;
pm.Ast = 0.01f;
pm.Vst = 0.01f;
pm.Flags -= FMaterial.DebugDraw;
psb.GenerateBendingConstraints(2, pm);
psb.Materials[0].Lst = 0.4f;
psb.Cfg.Khr = 0.5f;
psb.Cfg.Shr = 1.0f; //Soft-Body Hardness
psb.Cfg.SkhrCl = 0.5f;
psb.Cfg.PIterations = 10;
psb.Cfg.CIterations = 10;
psb.Cfg.DIterations = 10;
psb.GenerateClusters(128);
psb.Cfg.Collisions = FCollisions.SdfRS | FCollisions.CLSelf | FCollisions.VFSS;
psb.TotalMass = 50.0f;
Thanks,
Bala
I have created a Human Compound Shape using ConvexHull Primitives and adding SoftBody cloth on top of that, when I move the Kinematic Bodies using Transform all the simulation is working fine with one cloth with some flaws.
But when I add one more cloth on top of another cloth the simulation becomes unstable and cloths are blowing off and showing faces of triangles and frame drops.
Please advice me on this what best parameters to set to have KinematicBody->SoftBody->SofBody Collision.
My Current Cloth Params are,
pm.Lst = 0.01f;
pm.Ast = 0.01f;
pm.Vst = 0.01f;
pm.Flags -= FMaterial.DebugDraw;
psb.GenerateBendingConstraints(2, pm);
psb.Materials[0].Lst = 0.4f;
psb.Cfg.Khr = 0.5f;
psb.Cfg.Shr = 1.0f; //Soft-Body Hardness
psb.Cfg.SkhrCl = 0.5f;
psb.Cfg.PIterations = 10;
psb.Cfg.CIterations = 10;
psb.Cfg.DIterations = 10;
psb.GenerateClusters(128);
psb.Cfg.Collisions = FCollisions.SdfRS | FCollisions.CLSelf | FCollisions.VFSS;
psb.TotalMass = 50.0f;
Thanks,
Bala