Killer.Penguin Posted February 10, 2014 Share Posted February 10, 2014 Well, back to the same issue over cloth system. Over some play-time or abrupt movements, most cloth will get screwed up. Please take a look at the attached pic, the pointy hat is flipped outside "in". I understand that there's this save and load function, but that's useless since I won't know when the polygons need to be reloaded. I still would like a coefficient that gradually force cloth to its original form much like rubber (not just limit its linear and angles). This would be a great practical plus to your cloth system. Best, ps. If you notice closely, there're seams between the attached cloth and the model too. Is there anyway to close thew gap and smooth out the cloth and the attached object? Link to comment
ulf.schroeter Posted February 11, 2014 Share Posted February 11, 2014 Your cloth mesh seems to be quite low-poly Link to comment
Killer.Penguin Posted February 11, 2014 Author Share Posted February 11, 2014 Well some are low polys, some are high. All have the same problems though... Link to comment
ulf.schroeter Posted February 11, 2014 Share Posted February 11, 2014 I think you should provide some higher resolution screenshots of your model with wireframe rendering enabled so UNIGINE experts get a better feeling for your problematic cloth geometries. Even better would be a small test scene. Just based on your verbal description it will be hard to provide any useful advice how to avoid these problems. Link to comment
binstream Posted February 11, 2014 Share Posted February 11, 2014 https://developer.unigine.com/en/docs/1.0/principles/physics/bodies/cloth/?words=cloth#requirements It is recommended to use more regular triangle size as well. Link to comment
Killer.Penguin Posted February 12, 2014 Author Share Posted February 12, 2014 We did indeed, go in and rotate all the 1000+ tris by hand to meet your cloth requirement. It didn't help much though.. With abrupt movement or after you play the game awhile, cloth is always stucked or messed up in the wrong shape. It's just not very practical for us without some more control over it. So can we expect any support on this cloth system in the future? ps. attached is a wireframe image as request... (the cloth always got stucked inside our character's body collision.) Link to comment
tmorris Posted April 27, 2016 Share Posted April 27, 2016 Has any progress been made on this front? I am experiencing very similar issues with the windsock objects we are trying to use in our sim. If I gradually alternate the physical wind force that is being applied to them between our min and max they slowly become more and more stiff. They do not reset to their original state after extended use. After a very long session they will be stuck in their "max" value position regardless of what wind values are being applied. Link to comment
silent Posted April 28, 2016 Share Posted April 28, 2016 Hi Taylor, I'm afraid there was no changes regarding physics engine and cloth simulation recently. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
tmorris Posted April 28, 2016 Share Posted April 28, 2016 That is OK, it is really an edge case for us. Thanks for the quick reply. Link to comment
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