25-07-2017, 03:41 PM
sorry i'm not good to english..
I read this document(http://obi.virtualmethodstudio.com/tutor...thing.html) and try.
Collision worked fine when I moved Unity chan as an animator.
but, If I change the rotation of each joint directly like below, the collision does not seem to work...
```
// Apply the processing below to each joint
Transform t = animator.GetBoneTransform(boneId);
t.localRotation = Quaternion.Slerp(t.localRotation,initialRotations[bone]*modifiedRotation, smoothFactor * Time.deltaTime);
```
Is there a way to enable cloth collision while rotating the relation directly?
I read this document(http://obi.virtualmethodstudio.com/tutor...thing.html) and try.
Collision worked fine when I moved Unity chan as an animator.
but, If I change the rotation of each joint directly like below, the collision does not seem to work...
```
// Apply the processing below to each joint
Transform t = animator.GetBoneTransform(boneId);
t.localRotation = Quaternion.Slerp(t.localRotation,initialRotations[bone]*modifiedRotation, smoothFactor * Time.deltaTime);
```
Is there a way to enable cloth collision while rotating the relation directly?