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…
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…
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:
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…