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KinematicBody->SoftBody->Softbody collision is blowing out

Posted: Tue Jun 21, 2016 10:33 am
by Bala
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

Re: KinematicBody->SoftBody->Softbody collision is blowing o

Posted: Tue Jun 21, 2016 4:05 pm
by benelot
Hi,

Can you modify an example of the example browser to show your problem? That sounds like a hard problem to figure out just like that.

Re: KinematicBody->SoftBody->Softbody collision is blowing o

Posted: Wed Jun 22, 2016 7:56 am
by Bala
Hi,

Thanks for your reply!!

Please find the video from https://www.dropbox.com/s/1j8wui13qbsl1 ... h.mp4?dl=0

I have added two cloths on top of a Kinematic Body.

Solving two cloths takes two much time to perform?

Looking forward to your reply!

Regards,
Bala