14-05-2018, 09:22 PM
(14-05-2018, 09:15 PM)cubrman Wrote: > Increase particle backstop radius, it might be a bit too small for your character.
The backstop is gigantic:
in fact if I set it lower, the cloth starts falling through the meshes completely (not to the ground but basically deflating).
> Regarding the shaky simulation, this is due to how character movement influences cloth. You can control how much world-space velocity affects the character cloth ()as long as your solver is set to simulate in local space) by tweaking the cloth component "world space velocity".
If I turn on the local space simulation the cloth explodes:
Changing phase for all the particles to "2" did nothing either.
I guess I will try to play with Unity Chan example and see how cloth behaves there. I have a feeling my stitching shenanigans has something to do with all this.
If you use local space simulation, make sure the cloth is a child of the solver (see the character trenchcoat tutorial). There's no "local space" to perform the simulation in if you don't.