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Adding a cape to a character
#2
(23-07-2017, 07:29 PM)GenPhiGames Wrote: Hi,

What would be the best way to add a cape to a character and use collision so that the cape doesn't move through any part of the character?  The cape is a separate mesh so it is not attached to the rigged character or animation.  Do I have to do it the Unity way or is there a way to use the characters mesh?

Thank you!

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.
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Messages In This Thread
Adding a cape to a character - by GenPhiGames - 23-07-2017, 07:29 PM
RE: Adding a cape to a character - by josemendez - 24-07-2017, 05:03 PM
RE: Adding a cape to a character - by GenPhiGames - 28-07-2017, 02:46 AM
RE: Adding a cape to a character - by josemendez - 28-07-2017, 07:57 AM
RE: Adding a cape to a character - by GenPhiGames - 30-07-2017, 10:34 PM