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Help  Noob and travel cape
#9
(11-03-2022, 09:37 AM)josemendez Wrote: Hi!

There's many issues with the cloak mesh, these are the most important ones:

- It has +14000 vertices. That's *extremely* dense for cloth simulation, and will result in terrible performance unless your simulation settings are rather low quality. If you want to render a cloth that dense, use proxies to transfer simulation from a simpler one: http://obi.virtualmethodstudio.com/manua...oxies.html

Still, if this is your first contact with cloth simulation I'd advise to simply use a lower-poly mesh. There's no benefit (either visually or simulation quality-wise) in having a very dense mesh for a such simple cloth.

- Its transform scale is 40. Same issue you had yesterday with the entire character hierarchy, still persists with the cloak.

It's paramount that you understand how transforms work, not just for cloth but in games in general: a mesh has no scale of its own - and no position or orientation-. It's just a bunch of points and triangles.

Only when you draw it using a hierarchy of transforms you specify its position, rotation and scale. This does not make the mesh physically larger, it only draws it larger. Cloth blueprints take a mesh as input, without the context of a transform hierarchy. So if you need a transform hierarchy to draw your mesh 40 times bigger to be able to see it, that means your mesh is tiny and so will your cloth.

To illustrate it, here's your cloak mesh in the scene (I just dragged it from the fbx file into the scene): it's but a tiny speck compared to the character.
[Image: perwigl.png]

If you've modeled this in Blender, make sure to apply your transforms before exporting objects. You can do this using Object->Apply->Scale. In your case, Object->Apply->Rotation&Scale would be even better since your cloak is also rotated 89 degrees on the X axis. Check out this video where I explain this concept:
https://www.youtube.com/watch?v=5j7k_tJU...Kn&index=2

This article might also be helpful:
https://artisticrender.com/how-and-why-d...n-blender/

Note this concept of "applying" a transform to a mesh exists in all 3D programs, not just Blender. Again, it's really important that you understand *why* you need to do this.

Long story short, you still can't see any particles in the scene because they're sub-millimeter in size.

- Normals are inverted. Visually, your cloak looks as if it's inside-out. While visuals could be fixed by adding a double-sided material or two materials with opposite culling, normals are also used for simulation: all cloth engines use them to determine regions where cloth isn't allowed to go, to avoid clipping with the character mesh without the need for costly collision detection: cloth vertices can't go to the other side of the plane defined by each normal.

So in your case, cloth would by default be disallowed to get *away* from the character, and allowed to go inside of his body (which is the exact opposite of what you want). Unless you flip your normals, simulation will look like a crumpled triangle soup clipping with the character's body.


Damn... I feel bad you though you had to explain me this. I probably have checked the property panel of the cloak in edit mode to not see that applying the scale on the parent object did "transfer" it to the childs. And yes I forgot some modifier from blender cloth simulation so the mesh was crazy dense. The initial one is far from perfect, I will definitely do a retopo at some point, but it's around 1,8k triangles.
I also quickly "fixed" the normal but I will need to find a way to do it manually, but at least you'll see the mesh correctly with a front material and it will get a better simulation.

But the problem is still here, no particules visible and no simulation at all. In fact I didn't add any collider but I don't know if it should simply fall down or stick to the skeleton.

wetransfer

And the rotation in unity isn't linked to some rotation not applied, it's a lovely issue with blender that I can't easily resolve for now, so just ignore it please.
Btw, you were right to assume I'm a beginner, first 3d model ^^

Thanks for your time, have a great day !
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Messages In This Thread
Noob and travel cape - by Celes - 24-12-2021, 12:40 PM
RE: Noob and travel cape - by josemendez - 12-01-2022, 09:21 AM
RE: Noob and travel cape - by Celes - 10-03-2022, 01:53 AM
RE: Noob and travel cape - by josemendez - 10-03-2022, 08:53 AM
RE: Noob and travel cape - by Celes - 10-03-2022, 01:25 PM
RE: Noob and travel cape - by josemendez - 10-03-2022, 01:47 PM
RE: Noob and travel cape - by Celes - 10-03-2022, 04:09 PM
RE: Noob and travel cape - by josemendez - 11-03-2022, 09:37 AM
RE: Noob and travel cape - by Celes - 11-03-2022, 12:53 PM
RE: Noob and travel cape - by josemendez - 11-03-2022, 02:02 PM
RE: Noob and travel cape - by Celes - 11-03-2022, 03:57 PM