Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Help  Holes in the mesh corners when using proxies
#13
Hello,


we put together simple scene to demonstrate our situation (will send it to the support@virtualmethodstudio.com).

In the example, there is a Cube - to simulate the player. 
We are simulating movement on simulaton rig and using our own interpolation - Lerping/Slerping over time (attached in the example) to apply smooth movement to the render rig because of networking.


Description of the scene:
a. Moving the simulaton rig in fixed update.
b. Own interpolation of the a. and copying the transforms to the render rig.
c. Cloth object position is copied from the simulation rig "bone" in fixed update.
d. Cloth simulation in fixed update with your interpolation.


Observation 1. We have to use skinned mesh with "fixed paricles" being substitued with "skin radius" set to 0, to avoid jump-following of the "fixed paricles" - not happy with that, because we cannot use "fixed particles"
Observation 2. Your interpolation seems to be dependant on "Fixed Timestep" 
- when 0.02, the interpolated cloth is working fine, 
- on lower value, the interpolated cloth is few steps ahead of our interpolation
- on higher value, the interpolated cloth is s few steps behind of our interpolation


Could you please take a look on the example and recommend setting for this setup?
The asset is great and powerfull tool.

Thanks Sonrisa
Reply


Messages In This Thread
RE: Holes in the mesh corners when using proxies - by Sewy24 - 04-07-2018, 09:45 AM