31-10-2017, 11:26 AM
(30-10-2017, 12:08 PM)josemendez Wrote: Simulation in Obi is particle based. If your cloth mesh is not dense enough or if particles are too small, thin colliders will pass trough holes in the particle representation of the cloth.
Add a ObiParticleRenderer to your cloth object to visualize particles in play mode (see http://obi.virtualmethodstudio.com/tutor...ering.html). You can tweak particle radius with the particle editor. Also, you can increase the collider thickness by using ObiCollider's "thickness" parameter (see http://obi.virtualmethodstudio.com/tutor...sions.html)
A final word of advice: do not use MeshColliders unless absolutely necessary. They are less robust and much slower than primitive colliders. The shape you've shown in the screenshot can easily be approximated by a few capsule colliders.
cheers,
Thank you for Reply.
Your comments are always very useful.
one more, Please help me.
When control object A that collision with ObI Cloth, (using C# Script)
Reaction to AddTorque() is performed. but does not reaction to moving to AddForce().
*Obi Cloth Object's Collider restricts movement of object A.
*Unfortunately, I use MeshCollider. because my ObI Cloth Object is a cylindrical object with a hole.
I want to Create an Obi Cloth object that responds to AddForce().
Thank you.