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Problem with clothing on character

In my application user can wear different clothes. Clothes for character are skinned meshes with bones, identical to character's bones. Clothes should dress on a character through attaching clothes bones to character's bones. The problem is that bones are attached, but clothes mesh worn “unevenly”, some parts of character's body get off from clothes (see pic.1). Dressing should be processed at run-time, clothes are load from asset bundles. Please, see my code.

Start Download() function:

 function StartDownload () {  if (url.IndexOf ("file://") == 0 || url.IndexOf ("http://") == 0)  {  download = new WWW (url);  }  yield download;  assetBundle = download.assetBundle;
if (assetBundle != null)
{
    loadedObject = assetBundle.mainAsset;

    if (loadedObject != null) 
    {
    instanced = Instantiate(loadedObject);
    // get all components of instanced object
    numT = instanced.GetComponentsInChildren(Transform);
    // get mesh from array of components
    objectMesh = getMesh(numT);
    // get link on SkinnedMeshRenderer
    skm = objectMesh.GetComponent("SkinnedMeshRenderer") as SkinnedMeshRenderer;
    // get link on sharedMesh from SkinnedMeshRenderer
    m = skm.sharedMesh;
    // add mesh filter
    objectMeshFilter = GameObject.Find(objectMesh.name).AddComponent(MeshFilter);
    // add current clothes mesh to mesh filter
    objectMeshFilter.mesh = m;
    // wear current clothes on girl
    wearing();
    // destroy instanced object
    Destroy(instanced);
    }
    else
       Debug.Log("Couldnt load resource");   
       }
else
{
    Debug.Log("Couldnt load resource");    
}}

Wearing() function:
 function wearing() {  bonesArr = new Transform [numT.length-1];  // we start at [1] because transform of game object itself is at [0] position  for (i=1;i<numT.length;i++) {  bonesArr[i-1] = numT[i];  }  for (var b=0;b<bonesArr.length;b++) {  bonesArr[b].transform.parent = girl.Find(bonesArr[b].name).transform;  bonesArr[b].transform.position = girl.Find(bonesArr[b].name).transform.position;  // if game object has renderer -> it is a mesh  if (bonesArr[b].renderer != null) {  // bind mesh to root bone  bonesArr[b].transform.parent = girl.Find("root").transform;  bonesArr[b].transform.position = girl.Find("root").transform.position;  }  // change names of attched clothes bones  if (bonesArr[b].renderer == null) {  // gameObject doesnt contain mesh -> it is a bone  bonesArr[b].name = bonesArr[b].name + objectMesh.name;  }  } } 
It happened that all clothing was modeled around this character, staying in a T-pose. Now, I try to dress this clothing on a character staying in another, “default” pose. Maybe, problem in it? But, as I understand, if mesh rigged to bones and bones changed their positions, mesh should follow bones. So, please review my code and tell me, how can I solve this problem? Perhaps, I don't understand something in mesh behaviour in Unity.

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asked Jun 09 '11 at 01:38 PM

korotkevich.md gravatar image

korotkevich.md
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2 answers: sort voted first

you could use interactive cloth and have a box collider on the bones of the shoulders or the waist. then adding a mesh collider to the body, the cloth would smoothly cover it. but this way need more processing power

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answered Jan 20 at 02:52 AM

nasoukikos gravatar image

nasoukikos
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while I'm having the same problem as you are, I dont have a definite answer...but there are somethings that could help you out.

1) I dont see where you are setting the bones you setting to the skinned mesh renderer

2) I dont see where you are setting the bind pose or weights for your bones.

3) if you have a skinned mesh renderer (and you do since you are trying to animate the model) you dont need the normal meshFilter... in fact, once you have a skinned mesh renderer, Unity ignores the mesh filter attached to the object.

Let me know if you solve this problem, since I need help with this too.

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answered Jul 27 '11 at 06:47 PM

kablammyman gravatar image

kablammyman
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asked: Jun 09 '11 at 01:38 PM

Seen: 1433 times

Last Updated: Jan 20 at 02:52 AM