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Is there a documentation/tutorial for the 4.16 Built-in-cloth system?

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  • replied
    Hey guys, can someone help me to understand masks and there influence better?
    I have no clue how they affect the cloth asset itself, what is Backstop distance?

    What Values do you guys use for testing 0- 10?

    How to setup cloth on cloth? For example freehang belts on a skirt? Would you go with two different physics assets to avoid intersections? Or is there another smart way to detect cloth on cloth? I couldnt find anything online.
    Thanks for helping me out.

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  • replied
    Anyone know why my cloth might disappear? I had no probs getting this to work on a single mesh, but for some reason a multipart mesh is giving me probs. By multi-part I mean in Max there are 3 meshes, hair, face+hands+legs, and clothing. These were all exported as 1 fbx. Each mesh has its own material (well, actually the face+hands+legs one has 2).

    When I create a clothing asset for the hair and/or clothing, assign it to the corresponding section and paint it, it looks good in the persona viewport; Enabling/Disabling Paint mode I can see their respective extremities each jiggle a bit, and it looks good. But in game the section completely disappears (whether I have Remove from mesh checked or not).

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  • replied
    ahh I am not playing with 4.17 yet - thanks for the heads up!

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  • replied
    Nevermind, i finally found it. If anyone contacts my stupidity - in 4.17 to edit backstop you have to create a separate mask and set it's target to Backstop.
    Attached Files
    Last edited by Antvg; 07-28-2017, 05:18 PM.

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  • replied
    Open up the clothing skeletal mesh - open up the "Window" --> "Cloth Paint" window - click the "Enable Paint Tools" button - select the Asset - and down near the bottom there should be a "Cloth Painting" Section - in there is a "Painting Property" drop down - and in THERE is the ability to choose the Backstop Distances, and Backstop Radius - and paint those values

    if you are stuck at not having a "Cloth Paint" option in your Window menu - then you need to enable the experimental Clothing tools in your editor settings

    Hope that helps!

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  • replied
    I am feeling a bit stupid - can you show where are these backstop settings? I see no painting property there.

    Edit. Nevermind, i found it. In 4.16 that is. In 4.17 for some reason there is no such setting. Pretty daunting, considering 4.16 has other bugs that were fixed in 4.17.
    Last edited by Antvg; 07-28-2017, 04:49 PM.

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  • replied
    Although I am having trouble getting decent results - for a cape hanging off the back - what might some starting numbers approximately be? - Also painting the cloth doesn't really show any approximation for the values that are already painted - Pink seems to be 0 and everything else is white - am I missing something there?

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  • replied
    Nevermind I found them in the Cloth Paint Tab under the Cloth Painting - Painting Property...

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  • replied
    Hi - can someone tell me where these "Backstop" settings are? I can't seem to find them

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  • replied
    Originally posted by Exelcior View Post
    Ok, backstops... I've put together an image very quickly to attempt an explanation:


    So, the black line is the skinned position of the mesh as if clothing was disabled. The dark green line is where the simulated clothing is in this example. The bright green circles are the verts (the same vert on the sim and skinned mesh). The blue line is the vertex normal. You can see the black max distance sphere. This is centered on the skinned vertex position, the simulated vert cannot leave this sphere. The backstop radius is the size of the red sphere, and the backstop offset is the size of the magenta line. The vertex can never enter the red sphere. This lets you add cheap collision to clothing by only allowing the vert to go infront of the skinned position (if the offset is zero) and not drop behind. You could use this to keep a pair of jeans from going backwards through a leg for example.

    Hopefully that explains it a little - let me know if it's still confusing, it is a weird parameter!

    Benn.

    Heya! I've been having this problem where the cloth is lightly clipping the body - you know, just the side of the leg or the back. I think if we could implement a backstop it'd work but I can't find it in the new clothing tools. Am I overlooking something obvious?
    Click image for larger version

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    Clipping at the legs, I can live with - but showing both hams there is something I'd like to avoid.
    Last edited by Warcabbit; 07-26-2017, 01:28 PM. Reason: added pic

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  • replied
    Hope this answers all questions

    https://www.youtube.com/playlist?lis...YXKnkqRM5mJajF

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  • replied
    I updated the 4.17 preview today and now it works.
    I don't know if I have been stupid and missed the option the whole time but I now found the option to select the physics asset used for collision in the cloth config. I assumed the physics asset of the skeletal mesh would be used automatically.

    Or was the option introduced with the newest update?

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  • replied
    Originally posted by Perjin View Post

    This image shows the last capsule (leftmost) isn't considered for the cloth collision, it is the 17th capsule. https://docs.nvidia.com/gameworks/co...ide/Index.html under Collision detection says up to 32 spheres and two spheres can be combined to a capsule, which describes exactly the behaviour in my image.
    Edit: I am using Version 4.16.2
    Apologies Perjin you're absolutely correct. I was mistaken here and I thought only planes were limited in this manner because of the method used to build convex objects (32-bit bitfield). Under the hood NvCloth uses a similar construct for spheres/capsules so we are also limited to 32. I'll make sure to add something editor side to make this much more obvious when people are building clothing asset.

    Sorry for the inconvenience!

    Benn.

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  • replied
    Originally posted by Almighty_gir View Post
    Question...

    Is there an easier way of doing this than having to:
    1. Set up physics asset.
    2. Create cloth asset (which i can't seem to find anywhere to delete if i want to, which is important because...)
    3. Paint values.
    4. Apply cloth asset to mesh.
    5. Notice that the physics asset needs adjusting.
    6. Adjust physics asset.
    7. Repeat from step 2 onward (with a now ever increasing list of cloth assets).
    Yes the process you described is what we have to live with for now. If you select the part of your mesh that is going to be cloth, you can delete cloth assets in the detailspanel:
    Attached Files

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  • replied
    While it's awesome that Epic are including this functionality for prototyping, I'd strongly recommend you roll this functionality yourself for production (unless you're willing to make engine code changes). Why? First of all, it's trivial code to write. Second, it's arguably the most important code in your game (since it differentiates your gameplay mechanics from competitors). Third, it leaves you in full control of the gameplay system so you can do as much weird nasty stuff to it as you like, so when that designer says "Hey we need this one quest to do X to your stamina if you've got this weapon equipped", you're able to accomodate that request. Fourth, it ensures you have a full and complete understanding of the code, reducing the likelihood of bugs and speeding up debugging time later in the project. My experience with out-of-the-box gameplay solutions like these is that they offer a great amount of functionality for quick prototyping, but lack the fine details and lesser-used functionality that you'll need to ship a game, plus they weren't really difficult to implement anyway, so it's a wasted effort learning the system - just roll your own. There are some parts of a game where it makes sense to use an engine, but IMHO this isn't one of them. Just my 2c of course.

    Ethan Stark

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