27-01-2022, 12:06 PM
(This post was last modified: 27-01-2022, 12:14 PM by josemendez.)
Note that if you're going for regular, game character cloth (and not a virtual try on sim where you can dress a character, bake the simulation, etc) this is not the correct approach. You must use skinned cloth instead.
The reason is that character cloth in games does not rely on collision detection to stay on the character body. This is both impractical and slow. Skin constraints are used instead: these constrain the cloth to the character's animation, so that no/very little collision detection is needed for robust results. Note this is how all game cloth simulators work (Havok, PhysX, nvCloth, etc), not just Obi. Sometimes they give skin constraints a different name (backstop constraints, radius constraints, etc).
This video might help:
Regular cloth is used when you don't have a skeletal animation to constrain it to. This can be used for bags, flags, blankets, curtains, simple capes, etc.
The reason is that character cloth in games does not rely on collision detection to stay on the character body. This is both impractical and slow. Skin constraints are used instead: these constrain the cloth to the character's animation, so that no/very little collision detection is needed for robust results. Note this is how all game cloth simulators work (Havok, PhysX, nvCloth, etc), not just Obi. Sometimes they give skin constraints a different name (backstop constraints, radius constraints, etc).
This video might help:
Regular cloth is used when you don't have a skeletal animation to constrain it to. This can be used for bags, flags, blankets, curtains, simple capes, etc.