02-08-2018, 12:13 PM
(This post was last modified: 02-08-2018, 12:16 PM by josemendez.)
(01-08-2018, 04:29 PM)adev eloper Wrote: I am testing various setups for clothing simulation and using skin weighs does not seem appropriate for realistic results.
I am now experimenting with mesh collider but the cloth does not follow the animation. It works fine if the mesh is static. Can you please help?
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).