(29-10-2021, 08:34 AM)OsirisDev Wrote: I found error code:
The particle group 'Static' references a particle that does not exist in the actor 'ObiCloakSlonGay'.
But this Particles Group - Static is exists!
Are you sure it does exist, or is it just a different particle group that
has the same name? Try removing the attachment component and adding it back again - in case you copied the attachment from another actor it will try to use a group that only exists on the old object (even though it has the same name as a group in the new object), hence the error telling you that this group references inexistent particles.
Note just re-selecting the appropriate particle group would work fine as well, but remove and re-readd the component just to make sure this is the issue.
(29-10-2021, 08:34 AM)OsirisDev Wrote: Neck attachment looks much better than root since root is in pivot (ground) base.
You can attach it to wherever you want. Not talking about the attachment, but the
simulation space. For characters, it's typical to simulate in the character's local space, hence you need to place the solver at the root. Then you can attach the cloth to the neck or any other place in the character. Simulating in the neck's local space is a
really weird choice.
Solvers behave as an inertial reference frame. If you place it at the neck, when the neck rotates the
entire cape will do too. This is not what you want. Instead, when the neck rotates only the upper portion of the cape should rotate at first, then physics slowly propagate this rotation down the cape.
(29-10-2021, 08:34 AM)OsirisDev Wrote: P.S. Could it be a problem that I have 2 Solvers for cloaks?
Nope, you can have as many solvers as you want.