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Collision marked as Trigger not collides |
Posted by: mmortall - 16-08-2018, 12:33 PM - Forum: General
- Replies (2)
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Obi Plugin v.3.5, Unity 2017.4.5f1 LTS
Collision marked as Trigger does not collide with cloth during simulation.
I've added a temporal fix in Oci.cs in two Set functions, see coding example below.
Is there a reason for it and can I turned simulation on also for trigger objects? Thanks.
ps. Also turning on/off isTrugger not makes collider dirty for Obi, so you need to disable and re-enable it for making them counted by Solver.
Code: public void Set(UnityEngine.Collider source, int phase, float thickness){
boundsMin = source.bounds.min - Vector3.one*(thickness + source.contactOffset);
boundsMax = source.bounds.max + Vector3.one*(thickness + source.contactOffset);
translation = source.transform.position;
rotation = source.transform.rotation;
scale = source.transform.lossyScale;
contactOffset = thickness;
this.collisionGroup = phase;
//for some reason trigger colliders are not taking part in the simulation
this.trigger = false;// source.isTrigger;
this.id = source.GetInstanceID();
}
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Slowed Simulation Problems |
Posted by: Reiffer - 16-08-2018, 11:37 AM - Forum: Obi Cloth
- Replies (2)
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Hello!
I've recently started using ObiCloth to enhance some of my characters' clothing and I'm in the process of integrating my own slo-mo logic into it (as I'm avoiding using Unity's own timescale).
Recently I've been running into a problem with the clothing deforming and "crinkling" during this slo-mo process. You can see this effect in this gif. You can also see the change that I've made to ObiSolver's LateUpdate (as I saw you recommended in a previous thread) posted below.
Any insight into this would be welcome (I'm also having problems with collisions and clipping but that's a separate issue that I'll bugfix later)!
Code: private void LateUpdate(){
if (Application.isPlaying && simulationOrder == SimulationOrder.LateUpdate){
// smooth out timestep and accumulate it:
if (SlowTimeManager.fTimeScaleGlobal != 0)
{
smoothDelta = Mathf.Lerp(Time.deltaTime / SlowTimeManager.fTimeScaleGlobal, smoothDelta, 0.95f);
}
else
{
return;
}
AccumulateSimulationTime(smoothDelta);
SimulateStep(smoothDelta);
}
if (!Application.isPlaying)
return;
EndFrame (simulationOrder == SimulationOrder.LateUpdate ? smoothDelta : Time.fixedDeltaTime);
if (OnFrameEnd != null)
OnFrameEnd(this,null);
}
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Removing Cloth Component |
Posted by: jaleopold - 11-08-2018, 01:17 AM - Forum: Obi Cloth
- Replies (1)
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When a cloth component is removed from a piece of skinned geometry it makes the mesh disappear with no apparent way to bring it back. The node is still there with the mesh renderer enabled, but its invisible.
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Making Obi cloth work with sleeves |
Posted by: Bob San - 09-08-2018, 06:58 PM - Forum: Obi Cloth
- Replies (1)
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Hey!
I have a question regarding obi cloth working with an animated character.
Below you can see the sleeves of the character working fine, just like the asset intends:
[attachment=163]
But since the mesh requires a skinned mesh renderer, that part of the robe is bound to the elbow joint.
My problem is that when I rotate the elbow in any way (with animations or directly from the inspector) the simulation works as if gravity was tied to the orientation of the elbow.
[attachment=164]
Hoping there's a way of fixing this directly from the inspector, I guess i can fix it with some rigging trick, but that's not why I bought the asset.
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Tearing cloth via code (Finding constraintIndex) |
Posted by: Cadpeople - 08-08-2018, 09:11 AM - Forum: Obi Cloth
- Replies (1)
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Hey so I'm trying to tear a ribbon in half at a specific point. I've been doing as described on this page http://obi.virtualmethodstudio.com/tutor...aints.html but I'm haivng a hard time figuring out where to tear. How do I figure out what the constraintindex of a specific point is? So far I've managed to guess my way to two out of three tear spots, but I've been guessing for a while now with no luck figuring out the last one...
Code: public void CutAtPoints()
{
cloth.DistanceConstraints.RemoveFromSolver(null);
cloth.BendingConstraints.RemoveFromSolver(null);
for (int i = 0; i < constraintsToCut.Count; i++)
{
cloth.Tear(constraintsToCut[i]);
}
cloth.BendingConstraints.AddToSolver(cloth);
cloth.DistanceConstraints.AddToSolver(cloth);
cloth.BendingConstraints.SetActiveConstraints();
cloth.UpdateDeformableTriangles();
cloth.Solver.UpdateActiveParticles();
}
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