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Help  Unity freeze while blueprint generate
#1
Hello, I trying to apply Obi Cloth to obj model is fixed without the avatar during runtime in Unity.

I have a two question.

1. To apply Obi Cloth, I created a blueprint for the obj model during runtime. In this process, the generate process takes so long that it can only be completed, but usually there is a problem that it does not proceed anymore and freezes. (Same result at Unity Editor)

Models with a small number of vertices and triangles such as Tshirt.obj completed generate, but models with a large number of vertices and triangles such as Pants.obj stopped with blueprint generate. The problem is that the model I want to load is a model with a large number of vertices, triangles and high capacity, such as Pants.obj.

Here is obj Model link.

- Tshirt
https://drive.google.com/file/d/1O2Zc6g_...VMcBE/view

- Pants
https://drive.google.com/file/d/1SeW-KIP...Wsl5J/view

Is there any solution to the blueprint generate freeze?

2. As in the following Sample.png, I am wondering if it is appropriate to apply Obi Cloth Skinned Cloth instead of Obi Cloth when applying physics while the obj model is fixed without an avatar.

Thanks to read my question!


Attached Files Thumbnail(s)
   
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#2
Hi there,

1.- The T-shirt model works well for me, the blueprint takes around 20 seconds to build and the resulting mesh simulates just fine.

However, the pants model is clearly non-manifold, and non-manifold meshes aren't supported. See: http://obi.virtualmethodstudio.com/tutor...setup.html

There's several sources of non-manifoldness in this mesh: the belt hoops around the waist (triangle winding order flips there), stray edges near the waist, etc.
Fix these issues and generation will work. Most modeling packages have automated tools for non-manifold structure detection and removal. Your mesh needs to be able to exist in the real physical world to be simulated, but a non-manifold mesh cannot exist in reality.

[Image: mkYt9Zy.png]
[Image: KwlRSUc.png]

Both meshes are quite high-poly, so simulation at runtime will not be very fast. The cost of simulation grows with the amount of vertices in your mesh, so keep that in mind. You might want to use proxies, given that your source meshes are very high-poly and non-manifold. See:
http://obi.virtualmethodstudio.com/tutor...oxies.html
https://www.youtube.com/watch?v=IWXSJJAu0dM

2.- If the model is not skinned to a skeleton, you must use a regular ObiCloth component. Skinned cloth does not have any advantages over regular cloth in this case, in fact quite the opposite as it has to store and manage more constraints.
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#3
Thank you for Reply. This has helped me a lot. I need search to proxy. Sonrisa
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