07-03-2019, 10:40 AM
(This post was last modified: 07-03-2019, 10:40 AM by josemendez.)
(06-03-2019, 05:29 PM)azevedco Wrote: 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.
Hi,
The import settings seem fine, but they do not give us much info to work with as pretty much any settings combination should work. The only thing that comes to mind is the mesh being non-manifold, as non-manifold meshes are not supported. The topology asset can sometimes spot the non-manifoldness and a warning message will appear, but many malformations cannot be detected. You'd have to check it in your modeling package.