14-05-2018, 09:13 AM
(This post was last modified: 14-05-2018, 10:03 AM by josemendez.)
(13-05-2018, 06:03 PM)cubrman Wrote: I "stitch" newly created skinned models for my main character to an existing skeleton in my Unity project using a script. That is the only way I know how to attach a new model to my skeletaly animated character. Unfortunately adding Obi cloth to such models makes the plugin work with bugs: editing points gets bugged because the plugin thinks that the points are still located where the initial cloth GameObject was, assigning parameters to points is impossible and I am pretty sure self-collision with other skinned meshes on the recipient skeleton is not working either. I have created a Unity 2017.2 project with a scene that has everything set up for stitching a model to an existing skeleton, to stitch the model - just right click on a "Stitcher editor" script located on a "Shirt" GameObject in the "Bug scene" ("Scenes/Bug scene") and choose "Stitch skinned mesh".
Link to a screenshot:
http://piccy.info/view3/12327021/da782b2...7d9e60eb3/
Link to the project:
https://drive.google.com/open?id=178A31T...j7r--g8qNf
Please try it out and tell me if there is a workaround for such case.
P.S. Jesus guys this forum tech is a mess. I had to attach my file from the google drive and screenshots are impossible to embed. Such a shame to have such poor forum for a HQ product like Obi.
Hi Cubrman,
Your stitcher script is not setting the root bone correctly (not setting it all, the original root bone is kept), which is critical for Unity to calculate the renderer's bounding box and skin space basis. As it is now, the shirt will get culled incorrectly (it will disappear when the old bounding box gets out of the camera frustum, regardless of using Obi Cloth or not) and any functionality dependent on transforming to/from skin space (like Obi) will not work properly, as the old skin basis is still used after stitching. Correct your script and things will work as intended.