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Obi Cloth Proxy - Target moves twice the distance? - Printable Version

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Obi Cloth Proxy - Target moves twice the distance? - DemeterDKD - 05-05-2019

If the video works


https://drive.google.com/open?id=1Eoy2aPeOkRNRtB_Qc6VEfvUv39phQzge

I feel like I have a decent grasp of how the Obi Cloth Proxy system works but Im having a strange problem. My character has root motion and walks forward, but when I hit play, my TARGET mesh moves forward twice the distance as my root motion, getting farther and farther away. Here's my steps 'also included in video'

Hair cloth mesh - Low Poly Hair
Virginia mesh - High Poly Hair

1 - generate obi mesh on LP Hair
2 - generate obi mesh on HQ hair
3 - create triangle skin map "did a super fast fill and bind all for video sake"
4 - added obi cloth onto LP Hair
5 -- added Solver w/ simulate local space ON
6 -- Generated Tether on LP Hair
7 - Added Obi Proxy on HQ Hair with LP Hair Particle Proxy, skin map, Target topology
8 - Done

When I hit play the HQ hair is bound with the expected movement, but again the HQ hair just MOVES FORWARD twice the distance.

Another thing to note within the animator, I turned OFF Apply Root Motion, and the HQ binds perfectly... but only when I turn it ON, it breaks


RE: Obi Cloth Proxy - Target moves twice the distance? - DemeterDKD - 18-05-2019

For anyone who was curious on how to solve that Simulate In Local Space problem. Its explained in the
http://obi.virtualmethodstudio.com/tutorials/localspace.html
page, but what made it difficult was where the Obi Solver literally had to be. I thought it just had to be on the character root alone, but I found that within the Unity Hierarchy, just by putting ObiSolver ABOVE your characters or even at the Top, fixed all my problems. The Simulate in Local Space translates the OBI SOLVER's transform onto your proxy components, so having it stay stationary by having NO parent worked out

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