12-03-2025, 08:53 AM
(This post was last modified: 12-03-2025, 08:57 AM by josemendez.)
(11-03-2025, 10:38 PM)Jawsarn Wrote: We have a setup of a animated character with a scarf. The scarf gameObject has a scale to it of 100.
If I leave the scale to default on the Skinned Cloth Blueprint the mesh gets sized down when running.
If I scale it up with same factor, it seems to be offsetted forward a slight bit and partly scaled up.
Blueprint scale affects cloth particles only, and scale values compound. If it's also offsetted, chances are the pivot of the object is not at the correct place - all object transformations take place using the pivot as origin, so if the pivot is to the right of the object, the object will move to the right side as you scale it down and to the left side when you scale it up.
(11-03-2025, 10:38 PM)Jawsarn Wrote: I can "solve" it by scaling up the model in the import setting by the same factor, but this solution will break once we want physics on another object to with a different scale.
Is this a known issue and is there any solution at hand?
The usual approach to character cloth involves placing the solver at the character's root transform. This not only gives you fine control over inertial forces, it also automatically handles scaling (since simulation takes place in the solver's local space, scaling the character also scales the solver and the cloth simulation).
kind regards