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Simulate a solid steel chain |
Posted by: zhuchun - 22-01-2018, 02:12 PM - Forum: Obi Rope
- Replies (3)
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Hi,
I'm new to Obi Rope and have finished the doc, But don't know how to simulate a solid steel chain without any elasticity.
Any help would be greatly appreciated!
Cheers,
Zhu Chun
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ObiClothDragger question |
Posted by: rendezvous - 21-01-2018, 05:55 AM - Forum: Obi Cloth
- Replies (2)
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Jose,
I was wondering if there's a way to modify the default behavior of picking/dragging a mesh and letting go. It seems that the stretched part of the mesh always snaps back to its initial form. Is there a way to make the mesh transformation remain the way you left it after picking & dragging?
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How to collide the cloth with the character? |
Posted by: panda_pajama - 20-01-2018, 06:46 PM - Forum: Obi Cloth
- Replies (3)
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I want to have a loose skirt hanging from the waist of a character, and I want the animation of the character, especially the legs, to move the skirt from the inside.
It is not necessary for this to work in real time, as I will export the resulting animation for later playback in real time.
So I tried Option 1, which is to put an Obi Cloth in the skirt mesh, which locks the triangles in the waist very well, but I can't seem to correctly remove the bone influences so the rest of the cloth can move completely independent of the bones.
Then I tried Option 2, which is to have a non skinned mesh of just the skirt, as a child of the character pelvis. I then pin the vertices in the waist, and this gives a relatively good result, before collisions.
So now to add collisions, I first tried approximating the shape of the legs with capsule colliders, but either they're too thin, and the cloth intersects with the leg mesh, or they're too fat and the cloth bulges incorrectly.
Then I tried instead of capsule colliders, create an editor script that creates a small sphere collider at the center of each triangle in the leg mesh (remember I don't need this in real time), with a script that relocates the collider each frame to the skinned position of each triangle, but for some reason the cloth seems to completely ignore the colliders.
For most accuracy, I also tried creating mesh colliders, one for each triangle (as a prism to ensure the resulting mesh is convex), and updating them to relocate the resulting mesh each frame. Again, the cloth seems to ignore the colliders.
What would be a good way to achieve my goal of having the cloth pushed by the legs in the inside?
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Cloth jumping on first frame |
Posted by: panda_pajama - 20-01-2018, 06:33 PM - Forum: Obi Cloth
- Replies (7)
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I have created a cloth attached to a character.
In the editor, the character appears in T-pose, and the cloth is attached to this character.
When I press play, the first frame of the character animation is not quite the same as the T-pose, and so the cloth jumps abruptly in the direction of the movement between T pose and the first frame of the animation.
This jump puts the cloth in a place I don't want to, and getting it out of there is very difficult.
How do I make sure the cloth doesn't jump in the first frame of animation?
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Crash on adding and removing during runtime |
Posted by: Guedez - 19-01-2018, 01:55 AM - Forum: Obi Cloth
- Replies (5)
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I have a skinned overcoat which it's bottom half use Obi to simulate cloth.
If I equip and unequip it enough times, unity editor crashes.
Works fine in edit mode, I can equip/unequip at will and it never crashes, but it crashes before the 5th equip in play mode
Sometimes it happens right after equiping/unequiping (webm)
Sometimes after equipping, the overcoat will not follow the model and crash soon afterwards (crash log)
webm (I am clicking a object finder window to equip/unequip the jacket): https://webmshare.com/LPWNr (the video stops when unity crashes)
crash log: https://pastebin.com/3QGUvSSb
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