06-03-2019, 05:29 PM
(This post was last modified: 06-03-2019, 05:31 PM by azevedco.
Edit Reason: Forgot attachments.
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(06-03-2019, 04:57 PM)josemendez Wrote: Hi,
Nope, this is the first time I've seen such issue. Can you share a bit more about your setup?
- Did you set up the SkinnedMeshRenderer manually? If so, skinning won't work at all. because it will have no bones. This is always automatically set up by Unity when you drag a character into the scene (or any other object making use of skeletal animation for that matter). If the object has animated bones, Unity will add and set up a SkinnedMeshRenderer automatically for you.
- Did you create a topology asset matching the mesh used in the skinned mesh renderer, and fed it to the ObiCloth component?
- How dense is your mesh? Is there a chance you can share it? (to support(at)virtualmethodstudio.com)
Hi Jose Mendez,
Thanks for the quick response.
Unfortunately our character model is currently under NDA and I won't be able to share.
However, i'll include some screen shots of it's import settings if that helps.
I did not set up the SkinnedMeshRenderer manually, I believe they've already been set up from our Art team along with the Rigged Bone structure. Specifically, what i'm trying to apply Obi Cloth to is the Cape of our character, from what i've heard, the few top level bones of the cape hierarchy is being animated to assist with directing the flow of the Obi Cloth controlled portion of the cape.
Yup, i've created the appropriate topology asset to match the Cape Mesh and fed it to the Obi Cloth component.
The Cape has about 856 triangles and 488 vertices.