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A few general questions
#3
(15-01-2018, 07:14 PM)josemendez Wrote: 1. It really depends on your target platform and your simulation budget. As a rough guideline, never go above 5000-7000 triangles for a simulated mesh. Note however that when using proxies, you can use much higher effective polycounts. See:
http://obi.virtualmethodstudio.com/tutor...oxies.html

2. by smoother movement, do you mean higher fps, or less-jittery movement?

3. the ObiClothDragger should just work on any cloth mesh, simply by adding the component to the GameObject. No additional setup is required. Keep in mind though that if you're clicking on the backfaces of your mesh, you need to have "Queries hit backfaces" enabled in the Unity physics settings menu. If you disable it, raycasts won't be able to hit backfaces and as a consequence you won't be able to drag the cloth by clicking on a backface.

For most meshes/rigs used in the included sample scenes I used Maya. For some of them though, I used Blender. It is purely a matter of personal preference as all 3D packages have essentially the same capabilities when it comes to basic rigging.

Jose - Thanks for the prompt response! I got a follow-up question:

For simulated mesh, what would be the differences (if any)  if my mesh is comprised of 5,000 triangles vs. 5,000 quads in terms of how it's simulated? I'm thinking both in terms of FPS rate and smooth/jittery movement. Would there be any noticeable differences?
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Messages In This Thread
A few general questions - by rendezvous - 15-01-2018, 03:44 PM
RE: A few general questions - by josemendez - 15-01-2018, 07:14 PM
RE: A few general questions - by rendezvous - 15-01-2018, 11:51 PM
RE: A few general questions - by josemendez - 16-01-2018, 12:09 AM
RE: A few general questions - by rendezvous - 16-01-2018, 04:36 AM
RE: A few general questions - by josemendez - 16-01-2018, 09:38 AM