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How to simulate a cape?
Hi all, I write to know what is the standard procedure to simulate a cape on a character. I tried skinned and interactive clothing but both of them acted very weird (I've read that skinned clothing is just for small clothing). Any advice would be appreciated (I've access to 3DS max 2013 student edition, so any advice on how to use it to get the effect is appreciated to! :) )
(I'm using the free version of unity so the shroud plugin is out of the question)
Answer by Benproductions1 · Feb 18, 2013 at 11:23 PM
Two words: Cloth Physics
It's built into Unity, don't know about free though
Hope this helps, Benproductions1
Just a note on top of @Benproductions1 answer:
Cloth physics are available to Unity Free users. I would also recommend you take a look at the following links for more information.
Interactive Cloth and Skinned Cloth
For more information about Physics in general visit this page
Thank you both for your answers! But the problem that I'm having with skinned cloth is that the cape seems to not be able to move very far from it skinned position (I've tweaked the max distance param but it generates very bad artifacts). I'll try interactive cloth again then!
I made my answer editable, so any more information can be added by anyone with more information to give :)
Thanks for your answers but I have read that it's very hard to get consistent results with interactive cloth simulation.
Do you know if its possible for me to import a cloth animation made with CAT on 3ds max to unity? Thanks in advance!
I have a similar problem as I'm trying to attach clothing objects to an animated character.
In my case I'm trying to attach two bandana ends at the back of the head. But the bandana ends don't move along with the animation. How to do this...
Answer by Rs · Jan 27, 2015 at 02:58 PM
Unity has its built-in cloth simulation. It's really easy to use and you can find pretty cool tutorials out there about it.
If you want to go a bit more hardcore you can implement your own version.Verlet integration, for how arcane it might sound, is the best balance between difficulty and performance outcome.
Here's a 2D implementation that you can easily turn into 3D (and to C#):
Hope it helps
as with the guys above say, its rather easy with the inbuild cloth tools, The way i did it for my cube man was to attach to ancor points to a plane with the cloth.
the problem I have is that a cloth needs to be attached to a collider, while I want to attach it to the head bone of my model. And just keep a simple capsule collider for the character...
and I'm using the built-in cloth simulation so stop pointing forward to that.
I attached $$anonymous$$e to a game object and turned off the mesh