02-08-2018, 02:35 PM
(02-08-2018, 12:13 PM)josemendez Wrote: Animated (deformable) mesh colliders are not supported by Unity. In fact they're not supported in any engine that I've heard of, mainly because they don't allow any kind of preprocessing which is crucial for good performance when colliding against many individual triangles.
The only viable approaches to character clothing are skin constraints (you'll find equivalents for them in most cloth simulation packages, they're not exclusive to Obi nor invented by us) and primitive colliders (mostly capsules attached to character bones). Both are routinely used in the industry, usually a combination of both methods is preferred.
For skin constraints, try to use zero backstop, a large backstop radius, then control the blend between animation and simulation using skin radius (larger radius will result in more simulation thrown into the mix).
Hi Josemendez,
I should mention that I am working on a realistic simulation, not a game. It is a research project, and I could end up implementing something if there is no suitable tool for this.
Since my post, I have been able to update the mesh collider based on the animation pose (https://answers.unity.com/questions/1197...inned.html), and I am now looking into updating the Obi mesh collider with this updated info. Somehow, the obi collider stops working when I update programatically, e.g. below:
Code:
...
myUpdatedCollider.sharedMesh = newMesh;
obiCollider.SourceCollider = myUpdatedCollider;
How can I force a pose to be used as input for the obi collider?