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Help  Partially connect to Skinned Cloth Renderer
#1
I have a particular problem that baffles me that I can't get around it. I'll try to explain it succinctly.
  • Working in Unity 6000.3.4f1 and Obi Cloth 7.1 in a game studio on a 3rd person AA game and the main character is wearing a long leather coat
  • The coat (green) is complicated, double sided, extra loops, buckles, belts, etc... so I need to use a proxy mesh (purple) that's bound to the high poly mesh 
  • Tried simulating using a proxy for the entire coat and making the top static using skin constraints, but I wasn't able to make that part perfectly still, it was still bouncing and wobbling. Also I don't want to simulate stuff that doesn't need to move.
  • I'm currently simulating a proxy of just the bottom part (purple).
  • However when I bind the proxy of the lower coat to the entire high poly coat, the top of the coat gets pulled down to the origin because it doesn't have an influence while I want it to stay skinned to the skeleton. I tried tweaking the falloff and radius values without any luck.
Is there a way to connect only a part of a mesh to a proxy? If not, what would be the best way to deal with this?

Many thanks for any help you can offer! 

[Image: l1i24pf.png][Image: LU6aTkQ.png]
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#2
(30-01-2026, 04:35 PM)AnimaLunae Wrote: I have a particular problem that baffles me that I can't get around it. I'll try to explain it succinctly.
  • Working in Unity 6000.3.4f1 and Obi Cloth 7.1 in a game studio on a 3rd person AA game and the main character is wearing a long leather coat
  • The coat (green) is complicated, double sided, extra loops, buckles, belts, etc... so I need to use a proxy mesh (purple) that's bound to the high poly mesh 
  • Tried simulating using a proxy for the entire coat and making the top static using skin constraints, but I wasn't able to make that part perfectly still, it was still bouncing and wobbling. Also I don't want to simulate stuff that doesn't need to move.
  • Hi!

    With skin radius and compliance set to 0, skinned particles should not bounce/wobble at all. (One caveat: make sure the solver simulation mode is set to synchronous/synchronous fixed, and the animator mode set to "simulate physics". Otherwise simulation and animation will get out of sync!)

    You can see an example of a fully rigged trench coat in the included CharacterCloth sample scene. Let me know if I can be of further help,

    kind regards,
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