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Question about garment onto a 3d avatar using Obi |
Posted by: onfitpark - 23-04-2024, 07:52 AM - Forum: Obi Cloth
- Replies (26)
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Hi, I'm a newbie! and diving into this amazing asset!
What I'm trying to do is make a 3d avatar wearing obi applied-clothes "realistic".
Reason why I use this term is that I desperately need your help regarding blueprint and/or solver setting which decides the condition of a garment on the 3d world.
When I apply obi skinnedcloth seems like a bit hardware(like cans, or object etc) is placed on the avatar surface, and using obi cloth seems like banding slowly dropping down towards the ground. Probably affected by too much gravity I think.
When I use obi skinnedcloth and its blueprint, I adjust skin backstop(-0.005~-0.001) and skin radius(0.02~0.05) and it's all I do right now.
Using cloth blueprint, I see the garment pass through the avatar body bcuz the avatar has only mesh collider which is not changeable so that I use neither capsule nor sphere collider!
The body has Mesh Collider, Obi Collider with HighFriction, Rigidbody, and Obi Rigidbody.
Still trying to make the garment more soft, sophisticated, natural playing with blueprint back and forth.
Should I keep doing with blueprint setting in detail?
Objects are all fbx from 3d modeling tools.
I refer to various tutorials and I reached to all the way here...still struggling with them.
The ultimate goal is to show the avatar is wearing "fabric clothes". That's all.
I wanna listen to your advice, and if you have any ideas worth with, please comment me!
Thank you
p.s. I'm working on a t shirt by the way. lol
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The skin backstop changes made through the script are not reflected on the screen. |
Posted by: ziziza93 - 17-04-2024, 02:35 AM - Forum: Obi Cloth
- Replies (1)
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Hello,
I changed the skin backstop value in the blueprint to -0.05 and then back to 0 after 3 seconds.
After running the script, I checked with blueprint edit and the value has changed, but it is not reflected on the screen.
Do I need to run the updater separately?
Code: var skinnedCloth = clothInstance.GetComponent<ObiSkinnedCloth>();
var constraints = skinnedCloth.GetConstraintsByType(Oni.ConstraintType.Skin)
as ObiConstraints<ObiSkinConstraintsBatch>;
var skinBatch = constraints.batches[0];
for (var i = 0; i < skinBatch.activeConstraintCount; ++i)
{
skinBatch.skinRadiiBackstop[i * 3 + 2] = -0.05f; // backstop sphere distance
}
await Task.Delay(3000);
for (var i = 0; i < skinBatch.activeConstraintCount; ++i)
{
skinBatch.skinRadiiBackstop[i * 3 + 2] = 0; // backstop sphere distance
}
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Can I manage multiple colliders with a single Obi collider? |
Posted by: ziziza93 - 16-04-2024, 04:09 AM - Forum: Obi Cloth
- Replies (3)
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Hello, I attempted to use a mesh collider in conjunction with the Obi SkinnedCloth, but I ran into performance issues, so I'm looking to utilize sphere colliders instead.
I've succeeded in placing colliders according to the shape of my mesh;
however, I haven't found a way to manage the sphere colliders that were generated through the Obi collider.
As shown in the attached image, is it possible to manage the sphere colliders that were added as game objects with a single Obi collider?
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Performance degradation |
Posted by: Nightfall - 15-04-2024, 03:03 AM - Forum: Obi Cloth
- Replies (6)
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Hi,
I am creating an iOS app using Unity as a Library.
There is a body model in the Unity scene that is pre-loaded with the following structure:
Root Object (Obi Solver, Obi Fixed Updater) - Bone Object
- Mesh Object (Mesh Collider, Obi Collider)
In this setup, I want to dynamically load an Addressable cloth prefab (Obi Skinned Cloth, Obi Skinned Cloth Renderer) under the Root Object. However, I'm experiencing performance degradation over time after the prefab is loaded.
Is there a way to resolve this issue?
Thanks in advance.
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Closed path length change jitter |
Posted by: bsmcmath - 14-04-2024, 04:26 AM - Forum: Obi Rope
- Replies (2)
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Hi, this is a great product. I will probably get all the modules at some point.
When ChangeLength is called on a cursor for a closed path rope, it always results in a glitchy jittering knot.
The knot always appears at the start/end point no matter the cursor or source mu.
ChangeLength to the same rest length causes it.
RebuildConstraintsFromElements has no effect.
Recreating the blueprint, rope component, or cursor have no effect
I don't run into any problems with open path ropes.
Any help would be appreciated!
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