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Problem with softbody and complex character with submeshes
#9
(02-04-2025, 08:07 AM)josemendez Wrote: Correct.


Then just keep the clothes a separate mesh and create a blueprint for each one.

kind regards,
Thank you for your reply! 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?

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)

Edit: error seems unrelated.

Managed to make it work, however, it doesn't work so great as both the body and clothes in my case clip into eachother (when using a single Softbody).
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Messages In This Thread
RE: Problem with softbody and complex character with submeshes - by aardworm - 02-04-2025, 08:44 AM