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Job/Guidance Offer - romhaviv - 23-06-2020

Hi dear people of Obi Cloth community!
We recently tried to work on a project using Obi Cloth,
The project itself is very simple, just one character trying different clothes.

The problem is we feel like we're missing the right 3D models required for a good simulation,
So basically what we would like to offer is a Job/Guidance offer (paid of course)

for someone who's experienced in Obi Cloth and believe he could help us with:
  • Finding the right 3D models (we prefer a woman with a dress for the beginning) - (We thought about Daz Studio?)
  • Suggest us the best ways and good practices to use in our specific project (including obi properties etc)
  • Help us achieve something like the following: https://www.youtube.com/watch?v=KBfxnayIlOY
You may contact us here, or through mail: romhaviv@gmail.com

Any help would be really appreciated!


Thanks, Rom
Sonrojado


RE: Job/Guidance Offer - josemendez - 23-06-2020

Hi Rom!

Chiming in to clarify some points. The project you're starting is anything but simple. The video you linked in your post shows a custom fully GPU-based cloth simulator. Achieving this in Obi is just not possible, as it is fully CPU based engine. Best you can do is having a static character mesh, pre-compute a distance field for collision detection, and finely adjust your simulation budget. On a powerful desktop computer, you could get in the 30-40 fps ballpark with just 1 garment, at most. By carefully tweaking mesh quality and simulation parameters, 60-90 fps.

If you can afford to skin the cloth to your character, that's a whole different story. It's what is usually done in games (Havok, PhysX and Obi all use this approach), and it's a much much cheaper way of performing the simulation with no collision detection involved. Requires to manually author each specific cloth mesh, skinning it to the character skeleton, and isn't as flexible as a full simulation. So this approach is generally not suited for virtual fitting rooms as they require accurate fitting to the character's body and the ability to swap/combine garments.

kind regards


RE: Job/Guidance Offer - alkis - 06-07-2020

(23-06-2020, 08:27 AM)josemendez Wrote: So this approach is generally not suited for virtual fitting rooms as they require accurate fitting to the character's body and the ability to swap/combine garments.

Just to chime in as someone involved in a team that has done this for our game, FashionAR, it is possible with well fitting cloth etc, but it is a *very* big deal. We have invested a lot of research and development time, from figuring out our asset structure, asset pipeline, bespoke code based on UMA, bespoke code to actually ship these assets, bespoke Obi integrations and more and we are a full development team.

Do not expect to find ready solutions or any quick fixes. At the moment, it takes non-standard asset workflows, there is a reason this sort of functionality is not generally seen outside AAA games or projects where it is one of the main features.

Good luck.