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Rigged Character Cloth goes very 'tight'
I have been having issues with Unity 5 cloth trying to get an animated mesh have correct physics that seem to work fine when it is not rigged.
In testing I find that an imported editable poly mesh from 3dsmax seems to have perfectly good working physics as cloth with the constrained and unconstrained vertices working great, but as soon as I apply a skin to the model, rig and re-import it. The unconstrained vertices on the cloth seem to 'shrink' as if the material is suddenly very stretchy. The skin/rigging seems to completely change the way the cloth physics or 'material' type function.
Any thoughts as to how to fix this would be greatly appreciated. Thanks in advance.
Answer by Discmage · Jun 12, 2017 at 03:25 PM
If anyone wants to know, I had to just remove the reference transform in the root bone of the skinned mesh renderer to make it work.