(14-05-2018, 09:04 PM)josemendez Wrote: Increase particle backstop radius, it might be a bit too small for your character. Mass has no effect at all on the simulation if all particles have the same, it only affects collisions with rigidbodies.
Colliders do work with skinned meshes. Just make sure the particles and the collider have different phases, and that collisions are enabled in the solver.
Regarding the shaky simulation, this is due to how character movement influences cloth. You can control how much world-space velocity affects the character cloth ()as long as your solver is set to simulate in local space) by tweaking the cloth component "world space velocity".
> Increase particle backstop radius, it might be a bit too small for your character.
The backstop is gigantic:
![[Image: 2aj9y8p.jpg]](http://oi63.tinypic.com/2aj9y8p.jpg)
in fact if I set it lower, the cloth starts falling through the meshes completely (not to the ground but basically deflating).
> Regarding the shaky simulation, this is due to how character movement influences cloth. You can control how much world-space velocity affects the character cloth ()as long as your solver is set to simulate in local space) by tweaking the cloth component "world space velocity".
If I turn on the local space simulation the cloth explodes:
![[Image: amlhz.jpg]](http://oi63.tinypic.com/amlhz.jpg)
Changing phase for all the particles to "2" did nothing either.
I guess I will try to play with Unity Chan example and see how cloth behaves there. I have a feeling my stitching shenanigans has something to do with all this.