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[RELEASED] Magica Cloth

Discussion in 'Assets and Asset Store' started by hoshos, Jan 22, 2020.

  1. huanghonghong

    huanghonghong

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    HI,
    When can self-collision feature be available ?

    With best regards
     
  2. hoshos

    hoshos

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    Hello.
    Rest assured that we work on self-collision every day.
    However, self-collision is difficult because it requires a lot of calculation and it is quite difficult to maintain quality in real time.
    Therefore, it seems that it will take some time.
    Below is a video currently being tested.
    I hope it's a useful reference.
     
    Seith, Alic, TigerHix and 2 others like this.
  3. nathanjams

    nathanjams

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    Posts:
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    Hi,

    Getting this error with the most recent version (1.0 pre 3) of Collections

     
    Last edited: Jul 15, 2021
    akent99 likes this.
  4. hoshos

    hoshos

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    Hello.
    Thanks for reporting back!
    The error can be resolved immediately.
    However, it seems that the same error occurs with the latest Jobs package 0.8.0.preview23.
    So it seems that it is not just a MagicaCloth problem.
    So, I would like to check the Jobs package first for a fix update, and then update the MagicaCloth side.
    Until then, please use Collections under 1.0.0.
     
    nathanjams likes this.
  5. hoshos

    hoshos

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    Hello everyone!
    I made a video of the self-collision I've been developing.
    The effect is that the skirt and jacket, which move separately, collide with each other so that they don't go through each other.
    Development is progressing slowly.
     
    ARon_w, TigerHix, osss and 5 others like this.
  6. shubhank008

    shubhank008

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    Apr 3, 2014
    Posts:
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    I have a model which has a single mesh (no separate mesh for clothes), can this still work ?
     
  7. hoshos

    hoshos

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    Hello.
    It depends on the shape and how you want to shake it, but I think it will be fine.
    If the object to be shaken is a bone, you can use BoneCloth.
    https://magicasoft.jp/en/bonecloth-start-2/

    If the object to be shaken is a mesh, you can use MeshCloth to paint the part to be shaken.
    https://magicasoft.jp/en/magicaclothmeshclothstart-2/

    If you are unsure, there is an evaluation version available, so please contact me if you need it.
     
  8. SecretGardener

    SecretGardener

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    Feb 23, 2021
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    Hi, is it necessary to put Physics Manager in the scene?
    When I am working with my project, magica cloth works fine even if there's no Physics Manager in the scene.
    So I am wondering whether it is optional to use Physics Manager.
     
  9. hoshos

    hoshos

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    Hello.
    PhysicsManager is essential to the scene.
    The reason why it works without being placed is because if it is not in the scene, it will be created automatically.
    There is no problem with this method, but please make sure to place it in the scene as clearly as possible.
    Also, the PhysicsManager should be placed in the top level of the scene.
    Otherwise, it may be deleted when you switch scenes.
     
  10. iileychen

    iileychen

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    Just wondering is the runtime construction feature is coming or not, still waiting....
    BTW, self-collision demo looks awesome, very cool, congratulations!!!
     
  11. hoshos

    hoshos

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    Hello.
    Rest assured that the build at runtime is included in the roadmap.
    However, we know that a considerable amount of man-hours are required to achieve this.
    This is because the design itself needs to be modified.
    So I haven't touched it yet.
    I think it will probably be implemented after self-collision.
    And if the man-hours are huge, maybe I will quit MagicaCloth and make MagicaCloth2.
     
  12. khos

    khos

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  13. hoshos

    hoshos

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    Hello.
    No, unfortunately, there is no such function as pressure.
    I think it is a little difficult to make a movement like inflating a balloon gradually.
     
  14. khos

    khos

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    Thanks, I wonder how Unity was able to it before, but now it's gone, that sucks! :)
     
  15. hoshos

    hoshos

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    Update: 1.10.3

    v1.10.3 has been released on the Asset Store!
    http://u3d.as/1Hzx

    Two new BoneCloth Mesh connection methods have been added.
    bonecloth_mesh-1.jpg
    Please refer to the following documents for details.
    (BoneCloth Mesh Connection Guide)
    We also added the UseAnimatedDistance option to perform the Clamp Distance / Restore Distance restore distance from an animated distance.
    use_animated_distance-1.jpg
    When turned on, Clamp Distance and Restore Distance will be restored based on the animated distance.
    Until now, the restoration was based on the distance at the time of data creation, so there was a problem that the cloth shrank unexpectedly when the cloth was greatly deformed by animation.
    This check remains OFF for data created before v1.10.3, but is ON by default for data newly created after v1.10.3.

    Release Note:
    Added: Added "Mesh Sequential Loop" and "Mesh Sequential No Loop" to BoneCloth's Mesh connection method. Generate meshes according to the order of Transforms registered in RootList.
    This allows for more flexible support than traditional Mesh connections.
    Added: Added "Use Animated Distance" option to determine the restore distance from the current animated pose instead of the initial pose when performing Restore Distance and Clamp Distance.
    This can improve the problem that the cloth shrinks unintentionally when the cloth expands significantly from the initial posture due to animation.
    Fix: Addressed an error with the Collections 1.0.0 package.
    Improvement: Changed the initial value of the number of vertex weights of VirtualDeformer from 3 to 4.

    https://magicasoft.jp/en/release-note-2/
     
    Acissathar likes this.
  16. iileychen

    iileychen

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    Oct 13, 2015
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    That will be cool, I will buy MagicaCloth2 immediately if it come. Great!
     
    hoshos likes this.
  17. koirat

    koirat

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    Jul 7, 2012
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    May I ask how Magica Cloth behaves with fast moving objects.
    With current Unity Cloth my cloth is behaving extremely jerky and lags behind rigidbody even with constant body speed, I'm so angry at this that I'm seriously consider switching to paid options.
     
  18. hoshos

    hoshos

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    Hello.
    Rest assured that MagicaCloth is testing as your character moves.
    The Cloth will not shift even if the character moves.
    And the following options are also available:

    [Max Velocity]
    You can limit the maximum velocity of particles.
    Even if the character moves or rotates at high speed, the effect can be limited.
    https://magicasoft.jp/en/paramater-max-velocity-2/

    [World Influence]
    You can adjust how much the character's movement and rotation speed is given to the particles.
    For example, by setting "Movement Influence" to 0, the Cloth can behave like a stationary state no matter how fast the character moves.
    https://magicasoft.jp/en/paramater-world-influence-2/

    Thank you.
     
  19. cognos

    cognos

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    Hi Hoshos,

    first of all I would like to thank you for your great asset and congratulate you for your work. I already use MagicaCloth extensively in my project. :)

    Therefore, I am just surprised that I now come across the following error:

    'Error (400): ClothSelectionHashMismatch'

    The error persists even when I re-create the data in RenderDeformer and VirtualDeformer.

    So far I have never had any problems, I have already been able to successfully set up about 50 garments. Nothing has changed in my procedure and the meshes are of course set to read/write.

    Do you have a quick idea what this could be?

    upload_2021-8-14_22-36-15.png

    upload_2021-8-14_22-36-58.png

    upload_2021-8-14_22-37-29.png
     
  20. hoshos

    hoshos

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    Hello.
    It's certainly weird that MeshCloth gets an Error (400) even though VirtualDeformer is fine.
    This may be a bug.
    Can you answer the following questions to solve the problem?

    (1) Unity version
    Please tell me the version of Unity you are using

    (2) MagicaCloth version
    Please tell me the version of Magica Cloth you are using

    (3) Procedure for error occurrence
    What should I do to get this error?
    Is there any operation that triggers something?
    For example, if you create a prefab variant, you will get an error.

    Be sure to back up your project before operation.
     
  21. cognos

    cognos

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    Hi Hoshos,
    thank you for your reply.

    (1) I am using Unity Version 2020.3.7f1.

    (2) After I noticed that error I upgraded MagicaCloth to the latest Version 1.10.3

    (3) Yesterday I spent the entire day doing cleanup work on the individual clothes, all of which I had imported using Skinn Pro.
    To be exact, I moved all the textures, materials, and meshes into separate directories, and also put the GameObjects in the Character Prefab into a clearer structure. I also renamed the meshes to a more readable form.
    My character prefab consists of a Character Creator character, Puppet Master, Final IK, and about 100 blendshape imports and 50 clothing imports that I did using Skinn Pro's vertex mapper.

    Could it be that moving the meshes or renaming the mesh files is causing problems?

    Interestingly, the Cloth data is there somewhere, I can use the editor (Start point selection). When I confirm the changes with 'End point selection', the Error 400 ClothSelectionHashMismatch remains.

    upload_2021-8-15_12-29-17.png
    upload_2021-8-15_12-28-41.png


    If I take a Cloth that is still functional, this is what I see in the stats:

    upload_2021-8-15_12-35-43.png

    But if I then edit one point in the PointSelection and confirm, I get the error 400 again:
    upload_2021-8-15_12-39-3.png

    I also use prefab variants for AI, etc., which has not caused any problems so far. But you mentioned this - do you have to pay attention to certain things? Or rather, what exactly can you do wrong with prefab variants?

    It looks like I'm in serious trouble. It would be a small disaster if the work is lost. Moreover, I don't know what exactly the problem is. So I could repeat the mistake and lose weeks of work again.

    I'm going to try restoring the backup before my cleanup, in the hope that the cleanup caused the problem.
     
  22. cognos

    cognos

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    Hmm, as I feared.
    The Project seems to have rendered Magica unusable in another place - the cleanup doesn't seem to have done it. I only get error 400, 701 or 'no data'.
    Now I even get an error 1500 (MeshOptimizeMismatch) when I open a demo scene of MagicaCloth.
    I deleted Magica again and reinstalled it - unfortunately the same problem.
    Any ideas?


    upload_2021-8-15_14-27-29.png
     
  23. cognos

    cognos

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    Jan 5, 2019
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    Hmm, this is very strange...
    - I created a new project with just magica cloth and called the UnityChanClothSample -> same result (701: DefomerHashMismatch)
    - I than uninstalled Unity and installed version 2020.3.16f1
    - I imported that little new project -> same result - but I can edit the Point Selection ... but cloth is not working... the springs are but show also 701 DefomerHashMismatch.

    The problem seems to be something much more serious. Windows update? Oo
    Can you confirm that my settings below are correct?

    My project-player settings are:
    upload_2021-8-15_17-13-41.png

    And Burst and Jobs are installed:

    upload_2021-8-15_17-16-9.png

    upload_2021-8-15_17-17-9.png

    upload_2021-8-15_17-9-39.png
    upload_2021-8-15_17-12-9.png
     
  24. hoshos

    hoshos

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    Hello cognos.
    Thank you for the detailed information.

    <About prefabricated variants>
    Previously, there was a data loss error related to prefabricated variants.
    Does the character in question use prefabricated variants to form complex nests?

    <Move and rename mesh>
    It's okay to rename the mesh.
    You can probably move the mesh without any problems.
    However, if there is a change in the number of vertices, triangles, or optimization mode of the mesh, an error will occur like this time.
    This is because the vertices of the mesh and the MagicaCloth data are closely related.

    <About the error of MeshClothSample>
    First of all, please be assured that the error in the demoscene "MeshClothSample" has nothing to do with this.
    This is an error that was expected from the beginning of the release.
    The MeshClothSample Unity-Chan character is set up in Unity 2018.
    However, in Unity, the mesh format is updated every time it is upgraded to Unity 2018-> 2019-> 2020.
    Therefore, if you open a character created in Unity 2018 in Unity 2020, the mesh data will not match and Error 1500 (Mesh Optimize Mismatch) will occur.
    However, if you run it, you will notice that the simulation is working.
    This is barely working because there is a change in the mesh format but no change in the number of vertices or triangles.
    (Actually not very good)
    This is because it was difficult to add character data for each Unity version to the demoscene.
    This error can be removed by clicking the "Create" button in the order of Render Deformer / Virtual Deformer / Mesh Cloth and rebuilding the data.
    Or if you use Unity 2018, you can confirm that no error has occurred.

    <From the above>
    First, ignore the "MeshClothSample" error.
    This is due to the change in mesh format depending on the version of Unity, which has occurred since the beginning of the release.
    "MeshClothSample" will only be normal when opened in Unity 2018.
    The next thing to check is if there have been any changes in the mesh format or major versions of Unity.
    RenderDeformer will fail if there are changes to the number of vertices, triangles or optimization mode of the mesh after setting up MagicaCloth.
    Similarly, if you change the major version of Unity such as 2018-> 2019-> 2020, the mesh format may be updated and an error may occur.
     
  25. cognos

    cognos

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    Hi Hoshos,

    thank you for your reply.
    The thing is that i used MagicaCloth for quite a long time now.

    It seems that the system has now stopped working for me.
    Of course, nothing has changed in the topology of the meshes. And of course I always clicked the 'Create' button in the mesh deformer and virtual deformer.
    Here is a step by step guide of what I just did:



















    Here you can see that the Chan-Demo is working out of the box. I opened the scene and clicked on run.



    And here is the whole process of recreating the cloth data.















    Finally here a change in the point selection:



    After committing the point selection my old friend error 400 ClothSelectionHashMismatch show up again.



    Have I forgotten any Unity setting or something like that? I'm running out of things to try. A Windows reinstallation is out of the question for me at the moment, because as long as the problem is not localized, this error can reappear at any time.
     
  26. cognos

    cognos

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    Jan 5, 2019
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    Hi Hoshos,

    which Unity Version do you recommend for Magica Cloth? Should 2020.3.16f1 be fine?

    Are you sure that your hashing routines are correct? Do you store some hash data outside of unity or something like that? Do i have to delete some files?

    I just deactivated 'Optimize Mesh Data', re-created all cloth data in all mesh deformers and the virtual deformer again -> same result

    upload_2021-8-16_13-45-52.png

    After that i deactivated 'Optimize Mesh'. The mesh deformers and the virtual deformer reacted accordingly - so I re-created all data again.
    upload_2021-8-16_13-48-30.png

    Same result
    upload_2021-8-16_13-51-31.png

    Maybe we should do a remote session if you don't believe me?
     
  27. cognos

    cognos

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    Jan 5, 2019
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    I am not a burst expert, but I just noticed this in the Burst inspector - is this normal?
    Can you verify that Burst 1.4.9 and Jobs 0.8.0 should work correctly?

    upload_2021-8-16_14-4-36.png
     
  28. WILEz1975

    WILEz1975

    Joined:
    Mar 23, 2013
    Posts:
    375
    Screenshot_2.png I have a little problem.
    My clothes are not worn by default. They are worn via an Equipmentizer script. This:


    Code (CSharp):
    1. using System.Collections;
    2. using System.Collections.Generic;
    3. using UnityEngine;
    4.  
    5. namespace Keemar {
    6.  
    7.     public class Equipmentizer : MonoBehaviour
    8.     {
    9.         public GameObject target;
    10.         public Transform target_PhysicObjectContainer;
    11.         public bool wear;
    12.  
    13.  
    14.         private void Start()
    15.         {
    16.             if (wear)
    17.                 TryToEquip();
    18.         }
    19.  
    20.  
    21.         //Poco prima dell'equip
    22.         [ContextMenu("EquipNow")]
    23.         public void TryToEquip()
    24.         {
    25.  
    26.             if (!target)
    27.             {
    28.                 target = GameObject.FindGameObjectWithTag("Player");
    29.             }
    30.  
    31.             target_PhysicObjectContainer = target.GetComponent<PlayerManager>().PhysicObjectConteiner;
    32.  
    33.             Equip();
    34.  
    35.         }
    36.  
    37.    
    38.         public void Equip()
    39.         {
    40.             StartCoroutine(EquipNow());
    41.         }
    42.  
    43.  
    44.    
    45.         public IEnumerator EquipNow()
    46.         {
    47.             wear = false;
    48.             yield return new WaitForSeconds(0.5F);
    49.  
    50.             Dictionary<string, Transform> boneMap = new Dictionary<string, Transform>();
    51.             GetAllSkinnedMeshRenderers(ref boneMap);
    52.  
    53.             SkinnedMeshRenderer myRenderer = GetComponentInChildren<SkinnedMeshRenderer>();
    54.             Transform[] newBones = new Transform[myRenderer.bones.Length];
    55.  
    56.          
    57.  
    58.             for (int i = 0; i < myRenderer.bones.Length; ++i)
    59.             {
    60.                 GameObject bone = myRenderer.bones[i].gameObject;
    61.                 if (!boneMap.TryGetValue(bone.name, out newBones[i]))
    62.                 {
    63.                     Debug.Log("Unable to map bone \"" + bone.name + "\" to target skeleton.");
    64.                 }
    65.             }
    66.  
    67.             myRenderer.bones = newBones;
    68.  
    69.             transform.SetParent(target_PhysicObjectContainer);
    70.             transform.localPosition = Vector3.zero;
    71.  
    72.             yield return null;
    73.         }
    74.  
    75.  
    76.         void GetAllSkinnedMeshRenderers(ref Dictionary<string, Transform> map)
    77.         {
    78.             SkinnedMeshRenderer[] renderers = target.GetComponentsInChildren<SkinnedMeshRenderer>();
    79.             Dictionary<string, Transform> boneMap = new Dictionary<string, Transform>();
    80.  
    81.             foreach (SkinnedMeshRenderer smr in renderers)
    82.             {
    83.                 foreach (Transform bone in smr.bones)
    84.                 {
    85.                     if (!boneMap.ContainsKey(bone.gameObject.name)) boneMap[bone.gameObject.name] = bone;
    86.                 }
    87.  
    88.             }
    89.  
    90.             map = boneMap;
    91.         }
    92.     }
    93.  
    94. }
    Magica doesn't seem to work with this system.
    Screenshot_2.png

    I'd like to use Magica Mesh Cloth and not Magica Bone Cloth, but it doesn't work under any circumstances.
    With Magica Bone Cloth I tried two ways, assigning the original bones of the garment or those of the character.

    Is it possible to solve?
     
  29. hoshos

    hoshos

    Joined:
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    Posts:
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    Hello cognos.
    I tried all the tests according to your procedure.
    Unity2020.3.16f1
    HDRP project
    Burst 1.4.9
    Jobs 0.8.0-preview23
    MagicaCloth 1.10.3

    First of all, there is no problem with this configuration.
    I don't use HDRP, but I'm developing with the same configuration.

    And the important point is that the series of operations are all specifications and normal.

    << About "Error [400] ClothSelectionHashMissmatch" of MeshCloth >>
    MagicaCloth cloth data is closely linked to "Point Selection".
    "Point Selection" sets which vertices of Virtual Deformer should be moved and which vertices should be fixed.
    Therefore, if you change the contents of "Point Selection", it will be inconsistent with the cloth data currently held and "Error [400] ClothSelectionHashMissmatch" will occur.
    The solution is to press the "Create" button to update the cloth data.
    This is normal operation as designed.

    You may not be convinced by this answer, but this has been normal since the release of MagicaCloth.
    (About a year and a half ago)
     
  30. hoshos

    hoshos

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    Hello.
    If you want to attach a garment with MagicaCloth to another character, you need to replace all the bones inside.
    This is the same process that you do in your script to replace the SkinnedMeshRenderer bones.
    The following API will achieve this.

    https://magicasoft.jp/en/corecomponent-2/
    public void ReplaceComponentBone (Dictionary <Transform, Transform> boneReplaceDict);

    And this API needs to be run for all MagicaCloth components.
    RenderDeformer / VirtualDeformer / BoneCloth / MeshCloth / BoneSpring / MeshSpring

    These are all derived from the CoreComponent class.
    Therefore, it is possible to acquire and process all at once as follows.

    using MagicaCloth;
    var clothComponents = Obj.GetComponentsInChildren <CoreComponent> ();

    Try using this API.
     
    WILEz1975 likes this.
  31. cognos

    cognos

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    Jan 5, 2019
    Posts:
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    Hi Hoshos,

    I was already afraid that you would not believe me.
    Please watch the attached video. Of course, I have recreated all the data.
     

    Attached Files:

  32. hoshos

    hoshos

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    Mar 7, 2015
    Posts:
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    Hello.
    I checked your video.
    The operation of this video is normal and by design.

    The important point is MeshCloth's "Point Selection".
    If you perform "Start Point Selection" to change the movement or fixation of vertices and then perform "End Point Selection" to confirm the process, you will always get "Error (400): ClothSelectionHashMismatch".
    This indicates that the data needs to be reconstructed by pressing the "Create" button because the attributes of the vertices have changed as described above.
    Please note that this error did not mean that there was a problem with "Point Selection".
    This error is like a warning that you should press the "Create" button to rebuild the data.
    In the video, the "Create" button is not pressed, but by pressing the "Create" button, the cloth data is created and the error is cleared.
     
  33. cognos

    cognos

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    Jan 5, 2019
    Posts:
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    Hi Hoshos,

    oh no, I'm embarrassed now ;D

    I've been using MagicaCloth for over a year and have pressed this button probably hundreds of times.
    In recent weeks, however, I was busy with other things in the game and have probably completely suppressed the existence of the button at the bottom.

    I am deeply sorry for wasting your time with my non-sense here.
    And thank you very much for helping me out.

    Best regards
     
  34. hoshos

    hoshos

    Joined:
    Mar 7, 2015
    Posts:
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    Oh good!
    I was worried that something else was going wrong.
    I am relieved to solve it.
     
  35. cognos

    cognos

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    Jan 5, 2019
    Posts:
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    I am now also very relieved. I already feared the worst. Sometimes there are very strange situations in development.
    Two good things have now come out of it:
    - I will now certainly never forget the third create button at the bottom ;)
    - I now have a newer Unity version running for the project.

    Thanks again and keep up your great work :)
     
    hoshos likes this.
  36. lyflike

    lyflike

    Joined:
    Dec 23, 2018
    Posts:
    12
    Hey,

    I want to do something which can generate magica mesh cloth physics runtime in editor only.
    For that i am able to create MagicaRenderDeformer and MagicaVirtualDeformer runtime in the editor.

    Could you please provide the script where it get all the particle data as movable particle and set into the SelectionData file for MagicaMeshCloth ?

    I am trying to make it auto cloth physics generate.

    Thanks,
    Bhavesh
     
  37. hoshos

    hoshos

    Joined:
    Mar 7, 2015
    Posts:
    922
    Hello.
    Unfortunately, it is currently not possible to generate MagicaCloth data from scripts.
    Please be assured that we will support this operation in the future as many users have requested it.
    However, the current situation is that the scope of repair is large and it is difficult to start work.
    We are currently focusing on self-collision features, and we plan to start implementing them once that is done.

    Thank you.
     
  38. huanghonghong

    huanghonghong

    Joined:
    Jul 8, 2021
    Posts:
    6
    Hi,
    I create two group MeshClothData(just parameter difference),I hope when idle pose use poseA,run pose use poseB,Is it possible to dynamically switch data through code?
    upload_2021-9-1_19-19-6.png
     
  39. hoshos

    hoshos

    Joined:
    Mar 7, 2015
    Posts:
    922
    Hello.
    Unfortunately, cloth data cannot be swapped during line time.
    Can you tell me what kind of problem you have for reference?
     
  40. m506

    m506

    Joined:
    Dec 21, 2015
    Posts:
    93
    Hi hoshos,

    I just wanted to let you know your library is being used in our upcoming game "Ilum".

    We just released our gameplay trailer so you can watch if you want.

    We are using the library to add cloth properties to all our characters and that has worked pretty well so far.

    Please check the video below and the official Unity thread for more information:
    https://forum.unity.com/threads/ilum-gameplay-reveal-trailer.1167101/



    Thank you for this amazing library!
    Marco Marques
     
    hoshos and iileychen like this.
  41. hoshos

    hoshos

    Joined:
    Mar 7, 2015
    Posts:
    922
    Wow, thank you for adopting it!
    It really brings out the mysterious and ancient atmosphere.
     
  42. sacb0y

    sacb0y

    Joined:
    May 9, 2016
    Posts:
    874
    Is it possible for Magica Avatar to work in editor mode?

    I would like a preview character to use while working on cinematics and such. As it is the character is invisible until the game runs.

    Which makes working in things like cinemachine more difficult.
     
  43. hoshos

    hoshos

    Joined:
    Mar 7, 2015
    Posts:
    922
    Hello.
    Unfortunately it doesn't work in editor mode.
    I see, it is necessary for cinemachine.
    I would like to consider later whether it can be improved in the future.
     
  44. DigitalAdam

    DigitalAdam

    Joined:
    Jul 18, 2007
    Posts:
    1,209
    @hoshos Hi,ever finish up cloth grab? We've talked about this a few times already, so I'm not sure if it's done yet. Thanks.
     
  45. hoshos

    hoshos

    Joined:
    Mar 7, 2015
    Posts:
    922
    Hello, adamz!
    I'm sorry to have kept you waiting.
    Rest assured that the grab function is definitely included in the roadmap.
    Currently, we are developing a self-collision system while reviewing the whole to stabilize the simulation.
    However, this has been quite difficult and it will take several months to complete.
    Other requests will be implemented later.
    Rest assured that I work almost every day.
     
  46. hoshos

    hoshos

    Joined:
    Mar 7, 2015
    Posts:
    922
    Update: 1.11.0

    Hello!
    v1.11.0 has been released on the Asset Store!
    http://u3d.as/1Hzx

    This time, the calculation algorithm has been redesigned for more stable operation.
    This solves two problems.

    (1) Twist and turbulence
    In the past, thin, wavy triangle shapes like hair caused twisting and turbulence.
    The new algorithm almost eliminates this.



    (2) Gravity and turbulence
    In the past, rotating in the opposite direction of gravity often caused a lot of turbulent movement.
    This is also almost eliminated with the new algorithm



    You can switch to the new algorithm from the Algorithm panel.
    The already created component will continue to use the previous algorithm.
    In this case, you can update for the latest algorithm in the Algorithms panel.
    The newly created component uses the new algorithm.
    algorithm-1.jpg

    See the documentation for details.
    https://magicasoft.jp/en/paramater-algorithm/

    Release Note:
    Added: A new computational algorithm (Algorithm 2) has been added.
    In Algorithm2, the processing of Clamp Rotation / Restore Rotation / Triangle Bend has been redesigned to achieve more stable operation with significantly reduced vibration problems.
    When using Algorithm2, it can be set from the new [Algorithm] panel.
    It is also possible to convert parameters from the old algorithm to the new algorithm.
    The parameters hold both old and new data separately, so you can easily revert to the old algorithm.
    The old and new algorithms can coexist, but the old algorithm will be abolished in the future, so please move to Algorithm 2 as much as possible.
    Added: Added "Twist Correction" check to Triangle Bend to correct twist problems.
    If you turn this check on and create data, the problem of twisting will be greatly improved.
    Added: The data format has changed. A warning will be displayed for older data formats.
    Older data formats can be used for some time, but may be deprecated in the future.
    Fix: Fixed an issue where particle rotation values would not be restored in MeshCloth where lines and triangles are compounded.
    Fix: Fixed an issue where Virtual Deformer's vertex reduction process caused incorrect vertices that were not concatenated anywhere.
    Improvement: All preset data has been updated with the implementation of Algorithm 2.
    Improvement: All sample scenes have been updated with the implementation of Algorithm 2.

    https://magicasoft.jp/en/release-note-2/
     
    Acissathar and ikazrima like this.
  47. Simon_11

    Simon_11

    Joined:
    Feb 7, 2019
    Posts:
    8
    Hey hoshos, I recently bought Magica and we're about to use it on our production!
    I have a question: How do you attach two ends of a bone chain? For example if you whish to connect the ends of a rope on different static or moving objects.
    I tried to play with the "World Influence", but it seems there's no actual snap on the object.
     
    Last edited: Sep 27, 2021
  48. Shii

    Shii

    Joined:
    Nov 23, 2014
    Posts:
    31
    Hi! I found possible bug in files MagicaBoneClothInspector.cs and MagicaBoneSpringInspector.cs
    In file MagicaBoneClothInspector.cs at line 339 created variable var vertexWeightList = new List<MeshData.VertexWeight>();
    then below in cycle created variable var vw = new MeshData.VertexWeight(); then filled with data.
    After cycle there is line mdata.vertexWeightList = vertexWeightList.ToArray();
    BUT cycle missing line vertexWeightList.Add(vw); after filling variable vw with data so mdata.vertexWeightList will be always empty.
    Same issue found in file MagicaBoneSpringInspector.cs.
    I don't know how this influences simulation but something definitely wrong in these two scripts.
     
  49. ClementSchepens

    ClementSchepens

    Joined:
    May 27, 2020
    Posts:
    25
    Hi, I've got an issue with the Reset function.
    My character has a bag, this bag has bone cloth on it.
    On starting a certain Timeline, the character is teleported and the bag behave weirdly. When I use the "Keep" mode, the bag is placed on the front of the character, when I use the "Reset" mode, the bag is on the back (as expected) but since it is reset, gravity affects the bag and we can see the bag "popping" a little.
    Is there a way to give a referencial to the "Keep" mode so the bag deformation is kept in the referential of the character and not in the world's referential?
     
  50. hoshos

    hoshos

    Joined:
    Mar 7, 2015
    Posts:
    922
    Hello,Simon_11.
    In MagicaCloth, things like ropes and chains need to be fixed at both ends at design time.
    So unfortunately you can't remove, move or pin it at runtime.
    You're probably assuming an action game that uses ropes, but in this case Unity Physics will give you better results.
    I'm sorry I didn't meet your expectations.