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Help  Mesh intersection through cloth and not getting perfect simulation on character cloth
#7
(21-03-2019, 12:54 PM)Himanshu Wrote: Hi,

Thanks for your response,
Yeah! i just removed proxy now it's better but still getting mesh intersection and after using skin constraint i am not getting good simulation like character cloth example had.
as you can see below Screenshot i have attached "Bad Simulation, Mesh Intersection". 
-Without skin constraints i am getting simulation like smooth but the cloth fall down after a while, Basically collider isn't working on cloth that character worn as you can see below Screenshot i have attached "Without Skin Constraints and 02". 

-Would you like to suggest me what solver and obi cloth setting should i use, currently i am using these setting as you can see in below screenshot:-" SolverSetting".
In Obi cloth setting i am using Distance and Skin constraint both has 1 stiffness,0.5 slack etc.

<Skin Constraint setting.......................
Mass=0.1
Radius=0.03
Phase=3
Skin-radius=0.001
Skin-Backstop-radius=0.5
skin-backstop=0
skin-stiffness=0.1
......................>
This is the setting i am using in the current project..
I have been working on obi cloth since 20 days ago so please,  If anyone can suggest and help me out, that would be grateful..

Thankyou very much for all of this....

Hi,

Are you relying on colliders (arms, torso, etc) for the cloth to stay on the character? If so, sorry but that's not the way character clothing works (not in Obi, not in any other existing engine). In realtime applications, time discretization causes tunneling issues that just cannot be solved robustly. That's why character cloth is done by blending animation and simulation together, avoiding colliders when possible.

If you look closely at the CharacterCloth sample scene, you'll see that all particles from the waist up are fixed, and follow character animation. No simulation is performed for them. Then, particles below the waist line are simulated, and collide with the character's legs. However the whole thing does not use colliders to keep the cloth onto the character.

Generally you have some fixed particles that follow the skinned animation of the cloth (around the waist, shoulder, arms, etc), then unfix particles in zones that you want to simulate. The fixed particles make the cloth stay in place relative to the character, then you can use skin constraints to control how animation and simulation blend together.
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Messages In This Thread
RE: Obi Cloth Physics Simulation - by josemendez - 15-03-2019, 04:44 PM
RE: Obi Cloth Physics Simulation - by Himanshu - 16-03-2019, 06:36 AM
RE: Mesh intersection through cloth and not getting perfect simulation on character cloth - by josemendez - 21-03-2019, 02:19 PM