Unreal5 Cloth Physics (COLLISION!!)

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Here's what I know about Cloth-Physics Collision -
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Previous tutorial can be found here for those who need it!
Like I said, it's not perfect, but I'm all ears if anyone has any ideas how to fix the minor clipping - Thanks again, and hope that helped :)

TheRoyalSkies
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Collision is why the official examples by Epic don’t use MetaHumans or any human skeleton with skin btw - it’s very very difficult currently to get collision bodies to work well with cloth and MH or any human body (works ok with mannequins as they are easier). It’s why in 5.4 there is the new “kinematic collider” - which finally allows us to use MESH (ie. The body!) as a collider, instead of freaking capsules and other lame things lol.

virtualfilmer
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in ue 4 the worflow was to put collide cylinder to follow every limbs, like an invisible 3D character controlling where the collision happen. Though I haven't done much on physic simulation.

shadows
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In version 4 of unreal cloth would only collide with capsule colliders. Assuming nothing has changed in UE5, then I would check to see if the arms are something other than a capsule.

ArcticWind
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For the issue on the cloth coliding with the mannequin, check out the backstop distance and backstop radius. Add them as a mask like the paint you made on the cape and you should have something a little bit better. Take it with a grain of salt please, I'm not 100% sure myself but its worthwhile to check it out

eatmylazr
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I had the same problem with the elbows, apparentely when I imported my character, it only created the physics for the upper arm and I solved by creating a tapered capsule colision in the lower arm, you can do it by right clicking the bone in the skeleton tree in the physics asset, in case the bones are not showing, it's because a filter is applied. hope it helps!

abnersardinhalimeira
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If you check out your physics assets you’ll find out there’s capsules there you have to mess around with on your characters and that’s what the cape is checking to see where to stop at anyway in that menu there’s a bunch of stuff you have to tweak to get the capsules to work just right it also is used to determine how rag doll works in the engine you can set up constraints on a capsule by capsule basis like how far the arm can bend forward and backwards for example usually when you import a character the rigid bodies will be all types of messed up and you’ll most likely have to adjust them

HeroGetsu
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you need to adjust capsule collisions it's something you do in the character mesh, it's not only used for both "hair and cloth simulation but also for physici simulation like rag doll, what the cloth "collide is not the character mesh but "capsule meshes which are added to the character in unreal (you can do that in maya too or blender), they are adjusted in the character mesh in "physics", if didn't appear in the character mesh it appear on the "skeleton", you can find some good tutorials explain about the "collision boxs

make a cloth "collide perfect with the mesh can be too demanding for real time and bad for optimization, this is why normally they use a capsule or other simple geometry to define collisions and ragdoll or others phyisics simulations.

aikidoca
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Sorry i'm a beginner. When i rig cloth to my character mesh and weight paint using the mesh's bones, do I delete the mesh and export? If I do that do i need a separate armature to parent it to with a "root" bone? I'm confused:(

Josh_Alfaro
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tried doing this and it broke all my animations 😭

figurezer
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Why in every tutorial about this mechanic cloth looks like it’s made from silk. Is there a way to make it a little bit heavier? What if it mad from bear skin ?

gevorghambardzumyan
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I had this same issue recently, pick any bone you want to attach with weightpaint and paint the entire cape with 100% weight. in your blender or maya and then in engine add cloth physics, the cape will be bound to that bone and not give that half physics and half no physics look. for the collision you can make a single convex hull that acts as one body instead of capules. i don't know if its more taxing but in PA_Mannequin under tools (Minbone size : 3-5) (Primitive type: single convex hull) (max hull verts: 32-64) the higher the number for max hull verts the better the coverage i think. it will make a collision for the cape sometimes in more than one piece depending on the complexity of your cloth or whatever but the more simple the better. just delete the collision it makes for the cape. (Hours of importing exporting, my soul hurts, thanks for reading)

KC-rnbd