(Yesterday, 08:59 AM)josemendez Wrote: Not sure what your setup looks like, your mention having clothes but it seems like you're using ObiSoftbody for them?Hey so, I don't have ObiCloth.
Or are you using a ObiSofbody for the character's body and a ObiCloth on top of it? If that's the case, such a setup will be quite brittle as it will rely purely on particle-particle contacts which may suffer from tunneling as the character moves.
Could you share more details regarding what is it that you're trying to achieve?
I have a character that consists out of multiple meshes (I disabled the rest for testing)
on the clothes, I only added this: (see obi2 image)
when I hit play this happens: (see obi3 image)
Basically my goal is very simple:
I want a softbody, but the clothing meshes should follow softbody so that it always wraps nicely around it.
Also, the eyes and the hair should sit on the right places. So the eyes should be in the sockets, even when I'm deforming the head (for instance).
I feel this is a very common case, as people will use this asset to make soft humanoids with clothing, blendshapes, hair, eyes, etc. etc. Maybe it's a case for a tutorial or a sample scene?
Edit: I also noticed that at run time the mesh is removed from the object which means that blendshapes are also unavailable.