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achive cloth physics with two custom meshes
#1
Hi,

I am trying to achieve cloth physics between two custom meshes in the process of draping the clothes on human. I am trying to achieve the same as in first 5 seconds in this video link "https://www.youtube.com/watch?v=TXAycMilNtg". In this process i am facing difficulty in making my custom cloth behave as the obi cloth. Please help me out in this issue.
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#2
(04-10-2017, 02:45 PM)unityfrtech Wrote: Hi,

I am trying to achieve cloth physics between two custom meshes in the process of draping the clothes on human. I am trying to achieve the same as in first 5 seconds in this video link "https://www.youtube.com/watch?v=TXAycMilNtg". In this process i am facing difficulty in making my custom cloth behave as the obi cloth. Please help me out in this issue.

Hi there,

Just create a MeshCollider and add a ObiCollider component to it. See:
http://obi.virtualmethodstudio.com/tutor...sions.html

For the cloth piece, use any (sufficiently tessellated) plane and increase the "max bending" parameter of bend constraints  to about 0.02. This will allow your cloth to form wrinkles and folds more easily.
Also, make sure your distance and collision constraints have a sufficiently high iteration count in your ObiSolver (how much is enough depends on your particular scene).

cheers!
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#3
(04-10-2017, 03:05 PM)josemendez Wrote: Hi there,

Just create a MeshCollider and add a ObiCollider component to it. See:
http://obi.virtualmethodstudio.com/tutor...sions.html

For the cloth piece, use any (sufficiently tessellated) plane and increase the "max bending" parameter of bend constraints  to about 0.02. This will allow your cloth to form wrinkles and folds more easily.
Also, make sure your distance and collision constraints have a sufficiently high iteration count in your ObiSolver (how much is enough depends on your particular scene).

cheers!
Hello,

Thanks for your support.
The issue I am facing is a bit different. The obi cloth object is flying away. The default plane object is acting good. The problem I am facing is while using custom mesh. To be more clear please check the attachment below.

Thanks. 
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#4
(05-10-2017, 02:33 PM)unityfrtech Wrote: Hello,

Thanks for your support.
The issue I am facing is a bit different. The obi cloth object is flying away. The default plane object is acting good. The problem I am facing is while using custom mesh. To be more clear please check the attachment below.

Thanks. 

Hi there,

Your mesh and topology seem to have different scales. So you're essentially simulating a really tiny cloth.
The easiest fix for this is to ensure that your cloth has a local scale of <1,1,1>. Most modeling packages have an option to "bake" or "apply" the current transform to the object's vertices, then reset the transform. In Maya, this is called "freeze transform", in Blender, "apply transform".

cheers,
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