(21-10-2024, 07:56 AM)josemendez Wrote: Use one-sided collisions on both the skirt and the cloth, they rely on self-collisions so that the t-shirt is always over the skirt.I'm sorry but where can I find that? I keep looking skinned cloth blueprint of both clothings and its obiskinnedcloth component but cant find any "one-sided" colliision. I see "Self collisions" on Obi skinned Cloth component but this is not what you are talking about, isnt it? I'm currently using obi 6.5.4 cause we need time to convert all clothings' skinnedclothblueprint from 6.5.4 to version 7.
(21-10-2024, 07:53 AM)josemendez Wrote: Just like with particle groups, you should first determine whether you want to do this at runtime or store that information in the blueprint at edit time. It's two completely different concepts, and it's done in different ways. For the remainder of this answer, I'll assume you want to do this at runtime.We aren't trying to do this work in runtime anymore. We wanna edit clothing assets' blueprints now through script.
You're conflating particle properties and constraint properties. For instance, mass is a particle property, skin radius is a constraint property. These work in different ways, and are set in different ways.
The manual contains in-depth explanations of how to get/set both:
Particle properties: http://obi.virtualmethodstudio.com/manua...icles.html
Constraint properties: http://obi.virtualmethodstudio.com/manua...aints.html
I read both of documents already and found out invMasses property in obi blueprint has inverse value of mass of each particle but I wasn't sure. I know I can use this but just wonder if I have to calculate inverse value of the invMasses to figure out original mass value every time?
And I also wonder how can i find index of particles in specific particle group, not index of the particle group, index of the particleIndice, so I can edit property value in script
Quote:Scaling only works for rigid objects, for an obvious reason: it's an affine transform.
In other words: in order to scale an object, you need to have an reference point (often, the pivot/local origin of an object). If all points in the object are always in the same position relative to the origin, scaling makes sense. As soon as points in the object can move independently of the origin and each other - like they do in any deformable object- scaling ceases to have a well-defined meaning. Same applies for all affine transformations like rotation and translation.
After all if you take a piece of cloth and stretch it: has it been stretched or scaled? if you fold it, has it been folded or rotated? if you'd say rotated, around which point?
Mass is not a property of a constraint, it's a property of the [i]particles. See:http://obi.virtualmethodstudio.com/manual/7.0/scriptingparticles.html[/i]
Hmmm. I just wanna scale only x and z, but using same pivot as a reference point while the clothing is simulating