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Question by Tails1942 · Oct 04, 2011 at 03:44 PM · animationphysics3dcharactercloth

Can you apply physics to only part of an object?

I have a character, who wears a robe. Actually he is almost nothing but a robe, and a mask, so the character itself is actually a robe.

Because of this, I want to make his sleeves act like cloth, instead of his whole body. I have in blender divided his sleeves into vertex groups, if this is of any help.

Are there any way to apply physics to only part of an object?

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Answer by Jason B · Oct 04, 2011 at 06:56 PM

http://unity3d.com/support/documentation/Components/class-SkinnedCloth.html

This is what you're looking for.

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avatar image Tails1942 · Oct 04, 2011 at 07:20 PM 0
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This is quite fantastic! :D I knew, I had just missed a so easy function of the game engine! >.<' Thank you so much! ^w^

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Answer by Owen-Reynolds · Oct 04, 2011 at 04:27 PM

If you added bones to the robe -- might look like a bat-wing skeleton -- you could hand rag-doll it. Give them all big, overlapping envelopes. To rag-doll by hand, each bone gets a rigidbody, a collider and a characterJoint or hinge to its parent bone. I'd imagine you could make a dummy Kinematic-RB parent as the root, childed to the body. That would give them something legal to latch onto, and keep them from "pulling" the body.

For sleeves to flap nicely...there's probably a whole art to it. I'd imagine maybe 3 bone chains down the length. Constraints on the joint rotation might keep them from pulling the sleeve off the arm.

Creating the bone envelopes automatically creates vertex groups -- it puts each vert in the bone that has the most influence on it. I don't think having vert groups already will really help.

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