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Help  My shirt
#1
I tried to apply obi cloth to my shirt, but it does not drop by gravity like tutorial. I want you to check what is the wrong point.

I would like you to see this too.
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#2
(25-01-2019, 12:23 PM)Richard Wrote: I tried to apply obi cloth to my shirt, but it does not drop by gravity like tutorial. I want you to check what is the wrong point.

I would like you to see this too.

Hi,

Without at least some description of how you set it up it's pretty much impossible to tell what's happening. Can you see any particles (blue dots) in the shirt when you press the Edit Particles button?
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#3
(25-01-2019, 12:54 PM)josemendez Wrote: Hi,

Without at least some description of how you set it up it's pretty much impossible to tell what's happening. Can you see any particles (blue dots) in the shirt when you press the Edit Particles button?

I could not see any particles... I did it when I try by a plane.
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#4
(25-01-2019, 01:54 PM)Richard Wrote: I could not see any particles... I did it when I try by a plane.

Ok. Now I see the problem in this second pic: you're using a SkinnedMeshRenderer, instead of a regular MeshRenderer.

For skinned meshes, things work a bit differently: all particles start out completely animation-driven (fixed), and you have to unfix the parts that you want to simulate. See:
http://obi.virtualmethodstudio.com/tutor...thing.html
http://obi.virtualmethodstudio.com/tutor...thing.html

If you don't want to blend animation and simulation for your shirt, then you should not use a SkinnedMeshRenderer. Use a MeshRenderer/MeshFilter combo instead. Note that if your mesh contains skinning/animation information, Unity will automatically add a SkinnedMeshRenderer instead. See:
https://docs.unity3d.com/Manual/class-MeshFilter.html
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#5
(25-01-2019, 02:41 PM)josemendez Wrote: Ok. Now I see the problem in this second pic: you're using a SkinnedMeshRenderer, instead of a regular MeshRenderer.

For skinned meshes, things work a bit differently: all particles start out completely animation-driven (fixed), and you have to unfix the parts that you want to simulate. See:
http://obi.virtualmethodstudio.com/tutor...thing.html
http://obi.virtualmethodstudio.com/tutor...thing.html

If you don't want to blend animation and simulation for your shirt, then you should not use a SkinnedMeshRenderer. Use a MeshRenderer/MeshFilter combo instead. Note that if your mesh contains skinning/animation information, Unity will automatically add a SkinnedMeshRenderer instead. See:
https://docs.unity3d.com/Manual/class-MeshFilter.html

Sorry, I cannot solve the problem. It does not work well. I used  MeshRenderer. What is wrong?
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#6
(25-01-2019, 03:00 PM)Richard Wrote: Sorry, I cannot solve the problem. It does not work well. I used  MeshRenderer. What is wrong?

Make sure that:

- You use both MeshRenderer and MeshFilter.
- The scale of your object matches that of the topology. Easiest way is to ensure all transforms up its hierarchy, including the cloth transform itself are have unit scale (1,1,1).
- Click the "Initialize" button on the cloth after making sure both of the above conditions are met.
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#7
(25-01-2019, 03:06 PM)josemendez Wrote: Make sure that:

- You use both MeshRenderer and MeshFilter.
- The scale of your object matches that of the topology. Easiest way is to ensure all transforms up its hierarchy, including the cloth transform itself are have unit scale (1,1,1).
- Click the "Initialize" button on the cloth after making sure both of the above conditions are met.

I am using both of them.

(25-01-2019, 03:12 PM)Richard Wrote: I am using both of them.

And both of the scale are x,y,z = (1,1,1).
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#8
(25-01-2019, 03:12 PM)Richard Wrote: I am using both of them.


And both of the scale are x,y,z = (1,1,1).

Then why is your shirt completely squashed on one axis?

If you're unable to figure it out, send the shirt mesh to obi(at)virtualmethodstudio.com and I'll give you a detailed step-by-step.
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