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Help  Cloth does not follow animation
#7
(02-08-2018, 12:13 PM)josemendez Wrote: Animated (deformable) mesh colliders are not supported by Unity. In fact they're not supported in any engine that I've heard of, mainly because they don't allow any kind of preprocessing which is crucial for good performance when colliding against many individual triangles.

The only viable approaches to character clothing are skin constraints (you'll find equivalents for them in most cloth simulation packages, they're not exclusive to Obi nor invented by us) and primitive colliders (mostly capsules attached to character bones). Both are routinely used in the industry, usually a combination of both methods is preferred.

For skin constraints, try to use zero backstop, a large backstop radius, then control the blend between animation and simulation using skin radius (larger radius will result in more simulation thrown into the mix).


https://gpuopen.com/tressfx/

Animated mesh colliders can be done in the link above.Convert the skinmesh to a signed distance field (SDF) collider each frame .


You can search the following keywords in the web page.

"Signed distance field (SDF) collision, including compute shaders to generate the SDF from a dynamic mesh."
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Messages In This Thread
Cloth does not follow animation - by adev eloper - 01-08-2018, 04:29 PM
RE: Cloth does not follow animation - by shilltk - 30-09-2022, 03:52 PM
RE: Cloth does not follow animation - by Ocean - 14-10-2022, 07:38 AM
RE: Cloth does not follow animation - by Ocean - 17-10-2022, 02:36 AM