Problem with mesh for interactive cloth

Hi all, I’m trying to make a softball with the new interactive cloth feature of U3.
So I used a simple sphere made with 3DS that I’ve imported in Unity in FBX format.

The physic properties of my softball work great but the problem is in the render of the mesh. When I drag my mesh prefab in the mesh slot of the interactive cloth component, it seems like faces were missing to finish the mesh.
But when I drag the mesh in the scene like a static object, mesh is normal as in 3DS.

You can see the problem on the attached picture.
On the right is the sphere as a static object and the same sphere on the left but used as mesh of the interactive cloth component…

412846--14309--$cloth_sphere_problem.png

But softballs aren’t cloth!

Look like cloth wants a sheet with distinct ends. You could try duplicating one loop of the ball and creating a natural seam that way to keep the ball shape.

Ok I see.
Do you know another method to make a softball that could be deformed by the wall and the ground at collision ?
I tried with a sphere and a basic physic spring/join system but this is hard to make it realistic…

Here you can see the official tutorial that shows a beach ball with the same mesh structure as mine :
http://blogs.unity3d.com/2010/07/13/unity-3-feature-preview-%E2%80%93-cloth-physics/

So mesh can have same begins and ends vertices…

I tried again with the free version of Unity 3 and it works with a normal mesh aspect !
My mesh is only deformed in Pro Trial version of Unity 3 :shock:

Any ideas ?

Can you post a package containing the softball object with the cloth? This might be a bug in Unity but it’s worth checking out first.

Here is my package with few 3DS max meshes I’ve tested.

I notice that the same package works well on a Free Unity 3 with Nvidia graphic card (GTX 280) and meshes are deformed on both Pro Trial Unity 3 and Free Unity 3 with ATI graphic card (4850 X2). (Cross-fire or not)

I’ve installed independent PhysX driver on my ATI’s computer but nothing has changed so I think there’s a problem with ATI cards render…

415244–14382–$softball_test.unitypackage (304 KB)

New test with 2 laptops : Work on latptop with Nvidia 9800GTX but does not work on ATI 48X0.

I can’t launch Unity 3 on my personnal laptop (Seven 64 bits) because it crash at loading :expressionless:
Here is the report if it can help:

Problem signature :
Problem Event Name: APPCRASH
Application Name: Unity.exe
Application Version: 3.0.0.51258
Application Timestamp: 4c9f87e1
Fault Module Name: KERNELBASE.dll
Fault Module Version: 6.1.7600.16385
Fault Module Timestamp: 4a5bdbdf
Exception Code: e06d7363
Exception Offset: 0000b727
OS Version: 6.1.7600.2.0.0.256.1
Locale ID: 1036
Additional Information 1: 9889
Additional Information 2: 9889336c7ceae332d8ed4d7c0cafe6f0
Additional Information 3: e632
Additional Information 4: e632bc7dbadbcdb5f34caa92133fd2ea

Any issues to solve this graphical problem ?

http://answers.unity3d.com/questions/29641/why-use-cloth-appears-broken-surface

http://answers.unity3d.com/questions/29687/the-same-mesh-has-a-different-result-a-break-a-good-with-cloth-system-bug

On Mac is Ok…

Win bug…

On Mac is Ok…

Win bug…

http://forum.unity3d.com/threads/69268-unity3d-support-for-ATI-graphics-cards-are-not-good-enough-causing-serious-side-brok

Here is the real reason for this Bug

It’s not the reason. Physics in Unity does not use PhysX nVidia drivers, and works perfectly fine on my ATI 5870 Radeon card.

–Eric

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Ok,this is new Bug