We recommend checking Obi’s document for cloth as reference. To setup cloth objects from 3D models (.obj, .fbx, etc.), you will need to purchase the cloth plugin provided by Obi. We will include the essential steps for setting up a cloth item.

Blueprint

A blueprint is an asset that stores a bunch of particles and constraints. It does not perform any simulation or rendering by itself. It's just a data container, not unlike a texture or an audio file. Blueprints are generated from meshes (ObiCloth and ObiSoftbody), curves (ObiRope) or material definitions (ObiFluid). For cloths, it contains the configuration of how to create particles from the mesh.

Generate a Blueprint

To generate a basic cloth blueprint, go to Assets->Create->Obi->Cloth blueprint, or right-click on a project folder and select Create->Obi->Cloth blueprint. It would be ideal of the mesh is a manifold.

When you generate the blueprint, it is doing the following

Edit a Blueprint

You can do the following operation to a blueprint

Check the blueprint page for details, this page also contains other information about setting up the cloths.

Currently, we use BaseObjectAttr for Cloth. We recommend attaching BaseObjectAttr to the grasp points.