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How to collide the cloth with the character?
#3
(20-01-2018, 07:23 PM)josemendez Wrote: Option 1 is your best bet. Increase the particles' "skin radius" value to ensure they are not too heavily influenced by the bone animation. See:
http://obi.virtualmethodstudio.com/tutor...aints.html

Also remember that by adding a ObiParticleRenderer component to your cloth, you can see the particle representation used for cloth collisions. This is very useful to tune/debug collisions:
http://obi.virtualmethodstudio.com/tutor...ering.html

Anyway, how do you plan on exporting the animation afterwards? keep in mind that Obi does not include any import/export functionality for cloth animation, so you will have to roll your own. Imho, a much better/faster workflow for animated cloth is to simulate the cloth using an offline-sim (Maya's nCloth, Blender's cloth, etc) directly inside your 3D animation package, then export that. Obi cuts a lot of corners to achieve realtime performance, so the cloth simulation quality obtained from a non-realtime simulator will always be much higher.

Since you're exporting it anyway, I see no reason to use a realtime simulator for this -unless you intend your application/game to include both the baking and the playback parts of the pipeline (that is, allow your users to bake their own simulation and then play it back)-

cheers!

My programming skills are much more developed than my modeling skills. I have absolutely no problem in creating my own exporter. In fact, I'm using Unity just to simulate the clothes so I can then put it into the real game engine which will actually run the game.

There are so many things I can do programming, so none of these are actually issues.

On the other hand, I can just use Blender to view a model, and that's it. Not only I would need to learn all there is to know about Blender to be able to simulate this inside Blender (I also have to confess I have had very little luck correctly importing the 3D models I get into Blender, which are made in 3D Studio Max, so I'd have to solve that as well), I would also have to learn how to make an exporter for the data, or create an importer for whatever data Blender gives me. I estimate the learning curve for all of this is in terms of months, if not years.

On the other hand, my 3D person is knowledgeable in modeling and rigging, but not in everything there is to know about their software. I'd rather keep them focusing on the models, since there are so many models to make, and I focus on getting the cloth working.

Anyways, I just need the simulation to be "good enough", which is "follows the character and doesn't self intersect". I have faith in Obi Cloth for this.

Going back to the topic, should I assume that the particles shown by the particle renderer are virtual spheres, and that parts of the mesh that are not covered in particles are effectively not going to collide with anything? If so, how can I increase the amount of particles?
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Messages In This Thread
RE: How to collide the cloth with the character? - by panda_pajama - 20-01-2018, 07:41 PM