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Help  Scaled SkinnedCloth not matching
#3
(12-03-2025, 08:53 AM)josemendez Wrote: 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).

I'm not sure I follow here. We have the Solver on the root transform, and then one of it's children has a skinned mesh renderer which has a scale of 100, some rotation and offset.

The only way I've found to get correct default physics behavior right now is to scale up the mesh in the importer, and then inject a parent the hierarchy to the skinned mesh renderer with a scalar of 0.01. With this I did not scale the blueprint, and things move around with inertia.

A tangent question to what we want to achieve. Are skinned cloth more constrainted in movement compared to normal cloth? Our case of a scarf has danling parts, and I'm trying to figure out which solution (skinned, cloth, rope, rod, softbody) etc. Tangent to that tangent is that we want to have a character tail later as well, and similarly there are rope, rod, bone, softbody to choose from as well. Is there some general matrix of pro cons for each solution?

Best regards
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Messages In This Thread
Scaled SkinnedCloth not matching - by Jawsarn - 11-03-2025, 10:38 PM
RE: Scaled SkinnedCloth not matching - by Jawsarn - 12-03-2025, 08:14 PM