28-07-2017, 02:46 AM
(24-07-2017, 05:03 PM)josemendez Wrote: Hi there,
You should use primitive colliders to approximate your character shape. Note that this is not the "Unity" way, but the "realtime" way no matter what engine you use. It is an enormous waste of processing resources to use the actual character mesh as a collider (and not even feasible most of the time, except for extremely simple meshes in very controlled situations).
Even better would be for you to skin the cloth to the same skeleton used by the character and make use of skin constraints which would prevent the cape from going past its skinned pose. This way you could ensure that the cape does not get into weird tangled/clipped states with the character body when high-speed animations are played (somersaults, sudden accelerations, etc). This (skinned mesh + simulation on top) is how character clothing is implemented in 99% of games.
Thank you for the response and thanks for pointing me in the right direction. I've been using Mixamo to rig and animate the characters and didn't have good luck with rigging when I had extra material. But... I've rebuilt the model with the cape attached but I am having some crazy stretching issues no matter what setting I use. I followed the steps in the skirt example you have but it doesn't appear to be working. I wonder if you mind doing a video tutorial on this subject?