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Bug / Crash  Obi cloth does not properly work for models stitched to an existing skeleton.
#16
(14-05-2018, 09:15 PM)cubrman Wrote: > Increase particle backstop radius, it might be a bit too small for your character.

The backstop is gigantic:

[Image: 2aj9y8p.jpg]

in fact if I set it lower, the cloth starts falling through the meshes completely (not to the ground but basically deflating).

> Regarding the shaky simulation, this is due to how character movement influences cloth. You can control how much world-space velocity affects the character cloth ()as long as your solver is set to simulate in local space) by tweaking the cloth component "world space velocity".

If I turn on the local space simulation the cloth explodes:

[Image: amlhz.jpg]

Changing phase for all the particles to "2" did nothing either.

I guess I will try to play with Unity Chan example and see how cloth behaves there. I have a feeling my stitching shenanigans has something to do with all this.

If you use local space simulation, make sure the cloth is a child of the solver (see the character trenchcoat tutorial). There's no "local space" to perform the simulation in if you don't.
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Messages In This Thread
RE: Obi cloth does not properly work for models stitched to an existing skeleton. - by josemendez - 14-05-2018, 09:22 PM