21-01-2020, 08:52 AM
(This post was last modified: 21-01-2020, 08:54 AM by josemendez.)
(20-01-2020, 09:14 PM)ArsMagica Wrote: Hi,
Using the sample scene, with latest official Unity (19.2.18f1), I want to create my own skin map. I right-click in the project window next to the
Trenchcoat skin map and select Create/Obi/Triangle Skinmap. I assign Trenchcoat blueprint in Master Blueprint and Body_basemesh1 in Slave mesh. Then, I click on the Skinmap and "Edit Skin Map" button. I click Bind, wait for the operation to finish and Done. Finally, I assign this new skin map in Obi Cloth Proxi component, under the skin map field.
Well, when I press play, all the upper part of the mesh is completely distorted. What am I doing wrong?
Did you paint appropriate skin channels? If you take a look at it, you will notice that the trenchcoat blueprint does not have particles for all mesh vertices (the upper body is not simulated), so many parts of the slave mesh will be bound to incorrect parts of the master (blueprint) if using the default "bind everything to everything" settings. In particular, the upper part vertices will bind to the closest particles: the lower part.
You can see here how skinmaps are supposed to be used:
https://www.youtube.com/watch?v=IWXSJJAu...JQ&index=7