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Bug / Crash  Obi cloth does not properly work for models stitched to an existing skeleton.
#5
(14-05-2018, 09:04 AM)lidiamartinez Wrote: To embed an image attach it at the end. Then click the button to "add it" on the right side. Then in the list of attachments, you can click "insert in the message".

You'll see it like this:

Well I tried embeding the image I attached to my post (the link) and it did not work - the preview did not show the image properly and I did not want to chance posting it - I just left a link. I even tried specifying the size. Try it yourself - I use Chrome.

I saw the attach button and I used it, but after I submitted the form I got an error saying that such format (.rar) is not allowed. I never ran a forum, maybe I am just ignorant, but I feel like being able to attach a .rar file in a support forum is quite a necessity. I find it hard to believe that there are so many people willing to attach malevolent content. At the same time I found a way to sidestep this limitation which renders it useless.

(14-05-2018, 09:13 AM)josemendez Wrote: Hi Cubrman,

Your stitcher script is not setting the root bone correctly (not setting it all, the original root bone is kept), which is critical for Unity to calculate the renderer's bounding box and skin space basis. As it is now, the shirt will get culled incorrectly (it will disappear when the old bounding box gets out of the camera frustum, regardless of using Obi Cloth or not) and any functionality dependent on transforming to/from skin space (like Obi) will not work properly, as the old skin basis is still used after stitching. Correct your script and things will work as intended.


Huge thanks for a prompt reply. I've changed the root bone this way:

var skinnedMeshRenderers = sourceClothing.GetComponentsInChildren<SkinnedMeshRenderer> ();

foreach (var sourceRenderer in skinnedMeshRenderers)
{
sourceRenderer.bones = TranslateTransforms(sourceRenderer.bones, boneCatalog);
sourceRenderer.rootBone = targetAvatar.transform;   /// <- Changing the root bone.
}

And now I can paint the values and editing works fine, however, when I reload the project the Obi mesh is not aligned with the actual mesh:

http://oi66.tinypic.com/2u7wxma.jpg

[Image: 2u7wxma.jpg]

This can be fixed by pressing the "Play" button and it is no longer a problem for me, but I wonder if I've missed something again?

P.S. Alright this time the image seems to have embeded fine, maybe the problem was with my hosting service (piccy.info) or with the image size, still I would check this issue if I were you.

Btw, I don't know how hard it is to implement a CTRL+Z functionality for your "Edit particles" mode but it is badly needed.
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Messages In This Thread
RE: Obi cloth does not properly work for models stitched to an existing skeleton. - by cubrman - 14-05-2018, 12:35 PM