23-06-2020, 08:19 AM
(This post was last modified: 23-06-2020, 08:20 AM by josemendez.)
(22-06-2020, 08:07 PM)Mareh Wrote: Hi josemendez,
Thanks for your answer!
skin backstop: 0.01
skin backstop radius: 0.01
skin radius: 0.01
skin compliance: 0
All of the settings for now are affecting all of the particles of the tshirt.
But I think problem might be related to Skinned Mesh Renderer, as on the attached screen when I do set up on the tshirt root bone: hips (same as on the mesh of the avatar) then I have this situation and I am not able to put those two meshes one inside of the other, as I understand that is how it was done in the youtube video but it is not clearly visible there. Before root bone for thisrt was not assigned. Any idea how to solve this issue? or it is completely different story and does not play any role in here?
If anything else is missing or I do not understand that concept correctly please let me know.
Thanks in advance for help.
You can't just put a skinned mesh inside another and expect both to move with the skeleton (if that's what you're attempting). The meshes must be set up in an external modeling/animation program, and both must be skinned to the same skeleton. I used Blender for the video tutorial, and I assume you already know how to do this. It's not just a requirement specific to Obi, it's the basic workflow for making animated characters.
Once you've skinned your character in an external program, importing it into Unity will automatically assign the root bone, and set up skinning weights for the mesh.