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Bug / Crash  Obi cloth does not properly work for models stitched to an existing skeleton.
#17
(14-05-2018, 09:22 PM)josemendez Wrote: 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.

Ok here is one glitch: I've repositioned the Obi solver from the cloth GameObject to it's parent to check the local space simulation. I set up all the references. It screwed my character animation: now the character sits in a wierd pose and when I try to run (clear animation is playing - no IK) the character simply goes into the T-Pose WHILE THE CLOTHES ACTUALY PLAY THE RUN ANIMATION!

This is the second time I had this bug. But this time I can confirm that these steps led to it's occurrence. Now I've just restarted my project and everything went back to normal. Tell me what did I do wrong? How can it be that you say "you can put your solver anywhere you want" and then this happens? It's these little things that make working with this asset really fricking scary. Cuz I can totally loose my fine-tuned cloth because of stuff like this and then what? Repaint everything again? Great.

Ok, ignore this post - it actually was me this time. I forgot to set the update order to LateUpdate. Sorry about that.

Yes to be honest if you simulate in local space with 0.4 it looks pretty decent. However I had to set aerodynamic's drag coeficient to 50 to ensure that the trail is nice. Can that be potentially dangerous?

Also if my model looks like a spiky bunch of triangles this means it's time to add polygons right?

I am experimenting with simple cloth right now (not skinned) cuz I am still not completely satisfied with the skinned version. I basically plan to create my character out of colliders. The idea is the cloth would rest on colliders while the colliders would be moved by character's bones. Is this even worth trying? My test show that the cloth start to fall once I start moving the colliders. Moreover it easily goes through even the stickiests of materials (stickiness 100, distance 100). Is this the wrong way to go? Maybe I just need to apply extra constrains?

Hey, I've just opened the Wind example and I see that you have a special component for a wind zone. I remember in Obi 3 you announced that "now Obi supports Unity wind zones" which I particularly looked out for as I believe it is important to have a unified and consistent wind system, did I understand correctly that you do not have support for Unity's wind zones?

I am now trying to pin my non-skinned cloth to a collider to prevent it from slipping and I can clearly see that your system is not designed to have even tens of pinns - it's painful to assign colliders to each of them. I can clearly see I am walking into a wrong direction, even though I really like how cloth behaves while it rests on steady colliders. But once I move them - the magic is gone and the cloth is falling to the ground. Even the pinns don't work or at least I can see that I need at least a hundred of them to pin everything properly. Is there really now way to mass-pin particles to a collider?

Maybe there is a way to make the skinned cloth behave like normal cloth? I get a feeling that there should be... I think I can make it work.


Btw the reason why colliders did not work was because each collider must have an Obi collider with material attached to it, I was way to blind to miss this when I read the tutorial.

Ok removing backstop radius turns skinned cloth into a normal one. Now let's see if we can set up new collisions with my custom colliders...
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Messages In This Thread
RE: Obi cloth does not properly work for models stitched to an existing skeleton. - by cubrman - 15-05-2018, 04:04 PM