question about acceptable meshes (tearable) - Printable Version +- Obi Official Forum (https://obi.virtualmethodstudio.com/forum) +-- Forum: Obi Users Category (https://obi.virtualmethodstudio.com/forum/forum-1.html) +--- Forum: Obi Cloth (https://obi.virtualmethodstudio.com/forum/forum-2.html) +--- Thread: question about acceptable meshes (tearable) (/thread-3538.html) |
question about acceptable meshes (tearable) - danazoid - 26-07-2022 Hi, I was testing out tearable cloth today and got the error "ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection." I did some testing and this is what I got 1) "thick" mesh (my custom mesh that is 2 vertices thick): error 2) plane mesh (and my custom mesh reduced to 1 vertex in thickness): no error 3) simple cube mesh (in-built unity version, vertices 2 x 2 x 2): no error 4) "thick" plane mesh (essentially a simple cuboid with vertices 4 x 4 x 2): error It seems to me the error occurs when the cloth is "thick" (ie not just 1 vertex in thickness). I don't know about the cube. I would like to confirm if Obi Cloth is only designed to handle flat, 1 vertex thick meshes. I want to be able to cut/tear cloths with a thickness to them, do any of your solutions allow that? (eg softbody) Thanks in advance. RE: question about acceptable meshes (tearable) - josemendez - 26-07-2022 (26-07-2022, 01:43 PM)danazoid Wrote: Hi, I was testing out tearable cloth today and got the error "ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection." Hi Danazoid, The limitation for cloth meshes is that they cannot be non-manifold: http://obi.virtualmethodstudio.com/manual/6.3/clothsetup.htmlanifold, as stated in the manual: If you're not sure what "non-manifold"means, see: https://sinestesia.co/blog/tutorials/non-manifold-meshes-and-how-to-fix-them/ https://www.sculpteo.com/en/3d-learning-hub/create-3d-file/fix-non-manifold-geometry/ Quote:I would like to confirm if Obi Cloth is only designed to handle flat, 1 vertex thick meshes. Not sure what you mean exactly by "1-vertex" thick, but non-manifold meshes can be "glued" to a 2-manifold mesh using proxies:http://obi.virtualmethodstudio.com/manual/6.3/clothproxies.html This does not work for tearable cloth, though. By definition, tearable cloth must be 2-manifold (which is believe is what you mean by 1-vertex thick). Quote:I want to be able to cut/tear cloths with a thickness to them, do any of your solutions allow that? (eg softbody) Nope, this is extremely costly to do. The reason is that when you cut a surface, you need to update both its physical representation (in Obi, particles + constraints) as well as its visual representation (triangle mesh). For a volumetric shape to be cut, it must be made of tetrahedrons, which are the volumetric equivalent of triangles. Your best bet to do what you need is find a tetrahedral FEM (finite-element method) engine. To the best of my knowledge, no existing games do this, and there are no implementations of this in the Asset Store. kind regards, RE: question about acceptable meshes (tearable) - danazoid - 27-07-2022 (26-07-2022, 01:53 PM)josemendez Wrote: This does not work for tearable cloth, though. By definition, tearable cloth must be 2-manifold (which is believe is what you mean by 1-vertex thick). Thanks for the fast reply! Can I just check: do you mean that I cannot use the cloth proxy with a tearable cloth? RE: question about acceptable meshes (tearable) - josemendez - 27-07-2022 (27-07-2022, 07:06 AM)danazoid Wrote: Can I just check: do you mean that I cannot use the cloth proxy with a tearable cloth? Yes, that's what I meant: proxies work by skinning an arbitrary mesh to a simulated cloth. Skinning cannot work if the cloth modifies its topology (ie, tears). |