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Full Version: SkinnedClothBluePrint With BlendShapes
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Hi,
We are involved in a project where we use blandeshapes and we saw this post and we would like to know if you have an answer to these. Obi version is 6.4 and Unity version is 2020.3.26f.

Taking into account the following posts: 

http://obi.virtualmethodstudio.com/forum...lendshapes
http://obi.virtualmethodstudio.com/forum/thread-2432.html

Apparently we would like to know if there is any method to apply these blendShapes from the mannequin or if we have to include it also in the clothes.

Before an answer we would like to clarify that we are juniors in this programming thing and we ask mainly because some things in the previous posts we do not have enough knowledge.




Can we email you the questions in Spanish?



Thanks in advance.
Hi there!

Any deformable simulation does not support blendshapes, and that includes Obi cloth indeed. In case you're using blend shapes in a character-generator kind of thing (and by that I mean, blend shapes are not changed at runtime) then you need to apply these blend shapes to your cloth meshes - that is, "bake" their deformation into the mesh- before creating cloth blueprints from them.

This is a quite advanced topic and requires not only intermediate/advanced C# skills, but in-depth knowledge of mesh rendering/animation. If you're starting out with programming, I'd advise to get into cloth simulation (and physics simulation in general) once you're comfortable with the basics.

You can email any further questions (in spanish, if you wish) to: support(at)virtualmethodstudio.com

cheers!