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Help  Can I attach particeattachment in script?
#7
(13-09-2024, 07:59 AM)josemendez Wrote:
Hi,

I'm extremely confused now. In your screenshot, the attachment is applied to a particle group named "all". So there clearly are particle groups defined in your cloth blueprint? however you mentioned multiple times that none of your blueprints had particle groups defined?
Hi, I just wrote a code to print how many groups are existing in each cloth blueprints. And except one, every cloth asset has particle groups.... What I heard from our 3d designer, they said there are no particle group in every cloth blueprint assets, and I wrote codes thinking there's no particle group in every asset. it looks like there actually are.... Sorry for misunderstanding. I just started to use obi cloth about lesser than 2 months ago and our 3d designer, they've never used unity or no obi before. 

now I have 3 questions.

1. How can I see generated obi skinned blueprint's groups through unity editor inspector?
I know I can just click "Edit"Button in the generated obi skinned blueprint inspector
   


But if I click "edit" button I see nothing like a screenshot below. I just generated this blueprint and see nothing in screen. It happens occasionally, I still dont know reason.  I clicked "Done" button after I generated bluepriint in blueprint generating scene(I don't know if this is right term but)
   




2. Neither they or I never created any particle groups in all obi skinned cloth's obiskinned blueprint assets, but some of the cloth blueprint have no particle group or 1 particle group with name "all" randomly. Is this normal? Or is this something mistake that we made while using obi?



3. while generating obi blueprint, we need to scale stretch scale and stretch compliance to expand and shrink cloth during runtime, but while this process, cloth should be fixed on waistline(for example). And I understood that, to fix cloth on body, we need to use particle attachment on obi skinned cloth and pin constraint on body, at the same time there has to be a particle group in cloth. I wish our team can set particle group for every cloth asset that we have, but we are running out of time, so we need to figure out where the "waist line" particles are in obi skinned cloth blueprint and how to group them as particle group through the script during the runtime. I could get each particle position of obi skinned cloth blueprint through script using "skinnedClothBlueprint.positions", and stuck to figure out which particles of blueprint are top row paticles or not(please check the screenshot below) so we can set them as a particle group through the blueprint. It looks like every row of particles has same amount particles in obi skinned blueprint after generating blueprint following cloth mesh's triangles. Is there any way to figure out top row particles when obi generates blueprint of skinned cloth? 
   
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Messages In This Thread
RE: Can I attach particeattachment in script? - by gahyun11 - 13-09-2024, 09:00 AM