(05-03-2026, 03:26 PM)AdamZ101 Wrote: I'd like to put together something similar, can you give me a high level explanation on how they achieved this please:
https://www.youtube.com/watch?v=mpKB8z-lT8k
Thanks.
Hi!
The important part is to set up the character with
a single collider per joint, similar to how you would setup a ragdoll: capsules or
sdfs work well. This ensures the character can generate collisions while its individual joints move and deform the body. Using a single collider for the entire body won't work for obvious reasons - the only collider that would conform to the shape of the body is a MeshCollider, but MeshColliders cannot deform.
Once that's done it's just a basic cloth simulation. Note you'll need to use ObiCloth and not ObiSkinnedCloth components, since skinned cloth constrains the cloth to follow mesh animation which isn't what you want here.
To attach the skirt to the waist in a detachable way, use
dynamic particle attachments with a non-infinite break threshold.
To attach cloth particles to other particles (as is the case for the shirt buttons) use
stitches.
Note that this method has a big limitation: only relatively slow animations work well with it, since it relies purely on collision detection to keep the cloth on the body. Fast, energetic animations (kicks, somersaults, etc) will cause tunneling.
kind regards