Original Post
Hello,
I'm working with soft bodies using a physics engine. The soft bodies are simulated as tetrahedrons. My purpose is to unite 2 soft bodies that were once whole in the original mesh. In the simulator they are each a different entity . I thought that I should use spring physics to unite them. I used the following formula to unite the particles:
F = -kx -bv
where x is the difference between the 2 points that are attached by a string and v the difference of velocity between the two. My problem is that for a small k when I pull a softbody the other tends to follow slow, on the other hand if I increase the constant too much the two soft bodies move on their own but they stay attached correctly. I haven't been able to find a good value for a compromise. If someone can help me either with a new direction perhaps a different kind of force or another solution I would be very thank-full.
I'm working with soft bodies using a physics engine. The soft bodies are simulated as tetrahedrons. My purpose is to unite 2 soft bodies that were once whole in the original mesh. In the simulator they are each a different entity . I thought that I should use spring physics to unite them. I used the following formula to unite the particles:
F = -kx -bv
where x is the difference between the 2 points that are attached by a string and v the difference of velocity between the two. My problem is that for a small k when I pull a softbody the other tends to follow slow, on the other hand if I increase the constant too much the two soft bodies move on their own but they stay attached correctly. I haven't been able to find a good value for a compromise. If someone can help me either with a new direction perhaps a different kind of force or another solution I would be very thank-full.