10-02-2018, 11:34 PM
(This post was last modified: 10-02-2018, 11:36 PM by josemendez.)
(10-02-2018, 11:18 PM)a12345 Wrote: Thanks again for your quick response. Increasing the thickness did help a little. I've attached a gif to show you how it continues to penetrate the surface albeit less than before. I think as you stated it is an issue with the skin and collision constraints conflicting. However I changed the skin radius to 0 which means it should be able to go right up against the mesh, right? It seems to begin penetrating long before it hits the skin constraints.
Hi!
Skin radius determines the maximum distance of the simulated vertex from the skinned vertex away from the skinned position in the normal direction. So if your skirt vertex in its skinned pose is say, 10 cm away from the leg, that's as far as it can go back against the leg even if the radius is large. The pose you model your skirt in is the reference shape: the cloth can move "outside" of this pose, but never inside.
If you want to allow the skirt vertices to get closer to the leg without re-modelling it, use the skin backstop property. This allows you to offset the skinned shape in the normal direction.
This being said, imho this setup you're trying to get working will be quite problematic (that's why you generally do not see character clothing interacting with the environment in games). Do it at your own risk!