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Skinned Cloth with Proxy
#4
(17-12-2019, 06:56 PM)jp715 Wrote: So I've tested this with:
  • Two solvers/fixed updaters, one with a source child object with the low poly mesh, the other with a target child object with the high poly mesh
  • One solver/fixed updater, with one child object with a low poly skinned mesh renderer source with skinned cloth and skinned cloth renderer components, and another child object with the high poly skinned mesh renderer target with a cloth proxy component
  • One solver/fixed updater with one high poly skinned mesh renderer, that has all three components on it, the skinned cloth component (using the low poly mesh's cloth blueprint), skinned cloth renderer, and cloth proxy component (pointing to the skinned cloth component on the same object)
  • One solver/fixed updater with one high poly skinned mesh renderer, that has all three components on it, the skinned cloth component (using the high poly mesh's cloth blueprint), skinned cloth renderer, and cloth proxy component (pointing to the skinned cloth component on the same object)
Unfortunately none of these configurations work. In the first two cases, the low poly mesh renders and simulates but the high poly mesh does not move at all. In the third case, the high poly mesh becomes massively distorted, and I get a bunch of errors about an index outside of bounds. In the fourth case, the high poly mesh does appear simulated, but this seems to be driven only by the skinned cloth and skinned cloth renderer components. Just to test this, I made a triangle skin map with only the left sides of the source and target meshes selected, assuming this would result in those particles remaining fixed, but when I ran the simulation, all of the particles were simulated, as though I were only using the skinned cloth blueprint and renderer. Enabling and disabling the cloth proxy didn't seem to have any effect on the simulation.

I've also each mesh separately with their own blueprints and skinned cloth/skinned cloth renderer components and they work fine.

I took a look at the sample scene that you mentioned and noticed that it only uses one mesh as both the target and the source, so I tried replicating this, as mentioned in the last two cases above. Just out of curiosity, I went into the sample scene, and duplicated the skinned mesh renderer object and deleted some components so that one "source" object had just a skinned cloth and skinned cloth renderer component, and one "target" object had just a cloth proxy component (in addition to each regular skinned mesh renderer). This didn't seem to work either, and the mesh of the source object was simulated and the mesh of the target object was not.

I really can't think of anything else to try, if you can think of anything else that might work or if I'm doing something wrong, please let me know.


Should also mention, I'm using Unity 2018.4.9 for most of this, but playing around with the sample character cloth scene was in Unity 2019.3.0

I think I have the same problem than you. Did you find any solution?
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Messages In This Thread
Skinned Cloth with Proxy - by jp715 - 16-12-2019, 09:33 PM
RE: Skinned Cloth with Proxy - by josemendez - 16-12-2019, 09:34 PM
RE: Skinned Cloth with Proxy - by jp715 - 17-12-2019, 06:56 PM
RE: Skinned Cloth with Proxy - by ArsMagica - 22-01-2020, 04:20 AM
RE: Skinned Cloth with Proxy - by jp715 - 23-01-2020, 06:33 PM
RE: Skinned Cloth with Proxy - by jp715 - 03-02-2020, 05:47 PM
RE: Skinned Cloth with Proxy - by kubold - 06-02-2020, 05:43 PM
RE: Skinned Cloth with Proxy - by josemendez - 07-02-2020, 09:24 AM
RE: Skinned Cloth with Proxy - by khos85 - 25-07-2021, 05:55 PM
RE: Skinned Cloth with Proxy - by josemendez - 26-07-2021, 08:41 AM
RE: Skinned Cloth with Proxy - by khos85 - 26-07-2021, 08:15 PM
RE: Skinned Cloth with Proxy - by josemendez - 27-07-2021, 07:45 AM