14-05-2018, 08:16 PM
(This post was last modified: 14-05-2018, 08:22 PM by josemendez.)
(14-05-2018, 08:07 PM)cubrman Wrote: > 3) No skinned meshes are taken into account for cloth collision, at all.
I was a bit misguided by your Character clothing tutorial that says:
Skin Constraints
You might notice that even after unfixing some particles, they are not completely free to move anywhere they want. This is because Obi uses skin constraints to control how animation and simulation are blended together, and to automagically resolve collisions with your character mesh.
Somewhy this led me to believe that other skinned meshes (that are not simulated) are collided against.
> 4) We are unable to reproduce this behavior,...
I will try reproducing it myself again and let you know.
>2) You can import per-particle values from texture channels. See:
http://obi.virtualmethodstudio.com/tutor...iting.html
As far as I understood you can only LOAD the data this way. Which means that I need to blindly edit a texture in an external software and then load it onto a mesh. If there is no SAVE functionality this is very sad.
As long as your cloth and your character meshes behave fine when animated (meaning no collision or z-fighting happens), skin constraints will respect this. So in a sense they do prevent the cloth from colliding with the character mesh. They prevent penetration with any mesh that is skinned to the same skeleton as the cloth (and the character is) so the tutorial text is accurate.
Regarding the texture importer, it is designed for people who prefer to paint their particle properties in a external editor of their choice. That's why it only supports loading. Why you'd want to save values to an external file is not clear to me, since Unity already saves these in the prefab/scene. Having to save/load them to/from a texture every time would just be awkward and time consuming.