You can ignore all the rest of my triad but please answer these questions:
1. Is it true that setting high skin radius and zero backdrops (both) turns a skinned particle into an equivalent of a non-skinned particle? If not, how can I achieve this (I basically need my shirt to ignore all collisions and still be pinned to a skinned model in some places)?
2. I need a You Shall Not Pass collider. I plan to specify my character collision with colliders myself and I need a collider that I can be sure that even if the world ends, there is no way in hell that a particle can penetrate that collider. Not even an inch. Please tell me how to set up such a collider. Yeah and particles must never get stuck in that collider.
3. How is your cloth receiving the skinning information? Does it read the animation data or the actual final positions of the bones once the Update hits? I use Final IK to reposition my bones in LateUpdate and right now the cloth is not responding to that (the solver is set to LateUpdate). That is either because it only reads animation data or because it updates before the FinalIK updates. If the latter is true, there is a high likelyhood that I would need to Update the cloth manually, so please tell me the right way to do it (only Update the solver or both: the cloth and the solver).
1. Is it true that setting high skin radius and zero backdrops (both) turns a skinned particle into an equivalent of a non-skinned particle? If not, how can I achieve this (I basically need my shirt to ignore all collisions and still be pinned to a skinned model in some places)?
2. I need a You Shall Not Pass collider. I plan to specify my character collision with colliders myself and I need a collider that I can be sure that even if the world ends, there is no way in hell that a particle can penetrate that collider. Not even an inch. Please tell me how to set up such a collider. Yeah and particles must never get stuck in that collider.
3. How is your cloth receiving the skinning information? Does it read the animation data or the actual final positions of the bones once the Update hits? I use Final IK to reposition my bones in LateUpdate and right now the cloth is not responding to that (the solver is set to LateUpdate). That is either because it only reads animation data or because it updates before the FinalIK updates. If the latter is true, there is a high likelyhood that I would need to Update the cloth manually, so please tell me the right way to do it (only Update the solver or both: the cloth and the solver).