Cloth physics on a rigged character
In Unity 5.3 I have imported a fuse character, added the cloth physics to their robe and added cloth constraints to the robes shoulders and chest so that the bottom of the robe will flow freely like cloth.
The constraints work well, the cloth flows at the bottom as desired but... the legs pop out of the cloth
Does anyone know how to set up the cloth physics to work well with clothing on a rigged character in Unity 5.3? (ideally I could simply add a mesh collider to the cloth but the new cloth only allows capsules and sphere colliders which I don't get...)
Thanks.
Answer by YoungXi · Jun 03, 2017 at 10:35 AM
To update a mesh collider and do real time collision detect with mesh collider is not cheap, that's why cloth only support capsule and sphere colliders. In order to achieve what you want, you need setup the surface penetration for you cloth via the cloth editor in Unity. That allows your cloth stay on its skinned surface while still has physics.
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