(12-04-2024, 08:42 AM)josemendez Wrote: Hi John,
You can only generate blueprints out of a single mesh, with one main sub mesh.
A workaround for this is to generate your blueprint out of a version of you model that has just one submesh (it is only used for generating particles and it's not going to be rendered anyway, so no point in having multiple sub meshes), then use multiple ObiSoftbodySkinners to bind all the organs to the resulting blueprint. See: http://obi.virtualmethodstudio.com/manua...inner.html
You mean this requires baking all meshes into 1 mesh and then setting up the particles with that?
So, eyes, clothes etc. etc.
What if I want a character to have multiple clothes that they can swap at run time?
Edit: so I tried doing it. But the other objects all have a different root bone. Unsure if that matters, so I set them all the the same root bone. What happened next was that all objects became invisible except the last object. In this case, the hair was visible (and affected by ObiSoftbody, so that part worked).
What am I doing wrong?
Edit2:
also getting:
NullReferenceException: Object reference not set to an instance of an object
UnityEditor.Graphs.Edge.WakeUp () (at <5a50690aa5234720b2f216656322393b>:0)
UnityEditor.Graphs.Graph.DoWakeUpEdges (System.Collections.Generic.List`1[T] inEdges, System.Collections.Generic.List`1[T] ok, System.Collections.Generic.List`1[T] error, System.Boolean inEdgesUsedToBeValid) (at <5a50690aa5234720b2f216656322393b>:0)
UnityEditor.Graphs.Graph.WakeUpEdges (System.Boolean clearSlotEdges) (at <5a50690aa5234720b2f216656322393b>:0)
UnityEditor.Graphs.Graph.WakeUp (System.Boolean force) (at <5a50690aa5234720b2f216656322393b>:0)
UnityEditor.Graphs.Graph.WakeUp () (at <5a50690aa5234720b2f216656322393b>:0)
UnityEditor.Graphs.Graph.OnEnable () (at <5a50690aa5234720b2f216656322393b>:0)