Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
prefabs of clothes
#3
(15-06-2020, 03:46 PM)josemendez Wrote: What do you mean? You're supposed to provide your own meshes (shirts, trousers, or any other mesh you may want to apply cloth physics to) and make blueprints out of them. Obi is a physics engine, it does not include any art resources.

If what you're asking is how to add multiple cloth actors to a single solver, it is done in exactly the same way as you do for just one: make a blueprint out of the mesh, add another ObiSkinnedCloth/Renderer components, and done.

Thanks for reply Sonrisa
Quote:If what you're asking is how to add multiple cloth actors to a single solver, it is done in exactly the same way as you do for just one: make a blueprint out of the mesh, add another ObiSkinnedCloth/Renderer components, and done.


I'm doing that Sonrisa

the shirt has physics but the trouser has no physics, both have "Skinned Cloth Renderer" and "SkinnedCloth" and the root model as "Solver" and "Fixed Updater"
Reply


Messages In This Thread
prefabs of clothes - by renderlux - 15-06-2020, 02:38 PM
RE: prefabs of clothes - by josemendez - 15-06-2020, 03:46 PM
RE: prefabs of clothes - by renderlux - 15-06-2020, 04:07 PM
RE: prefabs of clothes - by josemendez - 15-06-2020, 04:24 PM
RE: prefabs of clothes - by renderlux - 15-06-2020, 04:37 PM
RE: prefabs of clothes - by josemendez - 15-06-2020, 05:16 PM
RE: prefabs of clothes - by renderlux - 15-06-2020, 05:59 PM
RE: prefabs of clothes - by renderlux - 16-06-2020, 09:17 AM