Comments (3)
Hmm yeah I think that is just because the fur is moved instantly a distance there and that causes some intense bounce in the physics. Hmm I'll think a bit about the best way to deal with that.
Nice looking game by the way :).
from shellfurgodot.
Yeah I think that is a good solution in your case. Looks good. But yeah I think I should probably have some solution for dealing with the object being moved rapidly for some reason. I could imagine the same issue showing up if people were using it on a character and had to move the character model quickly from one scene to another in a cut scene and the fur would go crazy after the move. I'll add it to my todo list of things to work on for the next update, but close this.
from shellfurgodot.
Thanks!
What I just did, since I'm not interested in ever actually seeing the ball mesh, is set a material on the mesh with the Disable Ambient Light
, Do Not Receive Shadows
and Use Shadow To Opacity
flags set, which makes the ball mesh invisible (in my use case anyway). The fur effect then looks great - it bounces back slightly when picked up, and it doesn't appear as though it's clipping.
2021-04-21.16-05-09.mp4
Happy to close this for my use case, though you may have other thoughts on how to solve this, in which case feel free to leave open.
from shellfurgodot.
Related Issues (8)
- Please. Port it on 4.0 HOT 6
- The project file doesn't respect case sensitive platforms.
- Old intel cards don't do LOD correctly, and certain types of fur are corrupt (hard black blotches) HOT 3
- New version HOT 8
- Non constant fur length HOT 11
- "LOD 1" seems doesn't work at all, eats all the performance at any value. HOT 4
- Gradient HOT 2
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