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Question about clothing scale
#1
Hello.


We do project augmented reality try clothes. We want use ObiCloth to simulate phisics, but in our product we change scale clothes (from 1.0 to 12.0 on skeleton model). Last version ObiCloth supports this mode? Or can we change model without restart program?


P.S. I was read messages on this forum about how work clothes model in Unity, but maybe something has changed

Thanks.
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#2
(16-06-2020, 11:39 AM)user23 Wrote: Hello.


We do project augmented reality try clothes. We want use ObiCloth to simulate phisics, but in our product we change scale clothes (from 1.0 to 12.0 on skeleton model). Last version ObiCloth supports this mode? Or can we change model without restart program?


P.S. I was read messages on this forum about how work clothes model in Unity, but maybe something has changed

Thanks.

Hi there,

Scaling cloth isn't supported, as it does not make sense to apply an affine transform to a deformable object (not in Obi, not in any existing engine. Affine transforms can only be meaningfully applied to rigid objects). You can however scale the simulation space (the reference frame used for the simulation), which may or may not suit your needs.

Also, character bone scaling isn't supported, and will never be, for the same reason why you can't scale the entire cloth: just doesn't make any sense mathematically speaking. Your best bet is to re-generate the cloth at runtime after rescaling your character bones, however this is too expensive to be done every frame.
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#3
(16-06-2020, 12:17 PM)josemendez Wrote: Hi there,

Scaling cloth isn't supported, as it does not make sense to apply an affine transform to a deformable object (not in Obi, not in any existing engine. Affine transforms can only be meaningfully applied to rigid objects). You can however scale the simulation space (the reference frame used for the simulation), which may or may not suit your needs.

Also, character bone scaling isn't supported, and will never be, for the same reason why you can't scale the entire cloth: just doesn't make any sense mathematically speaking. Your best bet is to re-generate the cloth at runtime after rescaling your character bones, however this is too expensive to be done every frame.
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