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

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    #76
    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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      #77
      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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        #78
        Originally posted by ThomasVogel View Post
        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.
        Masks are just containers that store painted values, they can be enabled and disabled so changes can be tested non-destructively. The mask target determines what those values will be applied to. "Backstop Distance" is a target. Right clicking on a mask allows you to set the desired target. If you look earlier on in this thread I illustrated what backstops are and how they work.

        For cloth on cloth we have no solution currently, layered clothing is complex and we don't have a good solution for that at this time. For a belt you could however just have a number of bones inside the belt that are simulated, and attach clothing collision objects to the bones. That will move the cloth away from the belt at runtime, but the cloth will never be able to apply force to the belt so you'll need to tweak the constraints on the belt bones to not allow it to push too far.

        Hopefully this helps.

        Benn.
        Last edited by Exelcior; 08-15-2017, 07:23 AM.
        Animation and Physics Programmer, UE4, Epic Games

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          #79
          hey Exelcior,

          thanks for your quick reply. I found a strange behaviour today ..
          A few verticies are poping crazy around. i double checked my mesh + skinning/normals everything seams to befine here. Changed the physics asset as well didnt found the error.
          Do you have any clue how this can happen? The rest of the sim works perfect on my side.

          Btw how does the gradient tool work with 4.17? Before it was switching with "enter" between min/max values, did the hotkey changed?
          Click image for larger version

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          Last edited by PolyPhorie; 08-15-2017, 03:22 PM.

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            #80
            [QUOTE=Exelcior;735157]This should be fixed for 4.17. I was incorrectly building the base transform for the master pose which led to artefacts.

            I am still having this problem in 4.17. To clarify:

            1. Create two skeletal mesh actors with some simulated cloth: mesh A and B. (This works okay, I can see both meshes with cloths independently simulating.)
            2. Call the "Set Master Pose Component" node to make B mimic A's pose (works OK, B now clones A's pose, both cloths independently simulating)
            3. Call the "Bind Cloth to Master Pose Component" node on B's mesh. (Does not work: I now see A's cloth simulating, and B's cloth is non-simulating/not animated.)

            Does this work for anyone else post 4.16? Any workarounds?

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              #81
              I've completed the steps and am seeing 0 simulated vertices under the Asset Details>Clothing. What am I missing?

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                #82
                I'm having the same problem as gamesmyth27, painting the mesh works fine but I don't get any simulated vertices or any movement in the cloth after disabling the paint tools. The mesh pieces are skinned to the character.

                Any idea why this might happen?

                EDIT: Solved it, was a stupid mistake, after making the clothing asset and painting it you need to assign it in the 'Asset Details' window under the 'Clothing Assets' rollout, for the appropriate material slot, now have the issue of it being really weird and broken with it scaling up and flapping all over the place but it's a start, here's a picture and the original mesh for comparision:
                Attached Files
                Last edited by Nightmask3; 09-05-2017, 04:10 AM.

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                  #83
                  I am trying to create cloth asset (a skirt for example) that can be added or removed from player character during runtime via classic RPG inventory system.
                  How can I make the fabric to collide with underlying player character?
                  Last edited by Harcarik; 10-14-2017, 07:43 PM. Reason: Edit: added screenshot

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                    #84
                    Is there any way of using this system with more complex items than just linear pieces of cloth?

                    Buttons, zippers, even stuff like ribbed edges or anything that needs its own discrete shape or behaviour just seems to not work well at all, it all kinda just melts into a single mess.
                    Character Customizer

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                      #85
                      Originally posted by mlindborg View Post
                      Is there any way of using this system with more complex items than just linear pieces of cloth?

                      Buttons, zippers, even stuff like ribbed edges or anything that needs its own discrete shape or behaviour just seems to not work well at all, it all kinda just melts into a single mess.
                      Last I checked The in built cloth system doesn't have such features, not even latch to nearest yet so you can't have thick cloth like you used to before. But with that said realtime cloth will always have major drawbacks, it's not really there yet you will get intersections and weird jumping artifacts, it will always be unpredictable to an extent and behave unnaturally for larger cloth objects.

                      Which is why for more complex movements cloth will be baked in as offline animation and imported as a skin setup with bones. Of course this method is much more work but may be worth it for hero characters.

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                        #86
                        Is there anyway to interact with the cloth? What I want to do is is have shirts on hangers and when you touch them they move. At the moment they seem to have no collision so when the game starts they fall through the ground. If I just paint the bottom half of the shirt it hangs there but again doesn't seem to have any collision so if I try to touch them my hand just goes straight through.

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                          #87
                          As a feature, it would be nice to have possibility to import- transfer weights from uv channels / vertex color.
                          In case of creating cloth asset for hair stripes it would be a better solution. Right now making gradiens fo stripes with gradient tool doesn't work as intended, and painting weights is very tricky.
                          Also visualisation in case of hair is very unclear.

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                            #88
                            Is there a way to create a cloth like leather or wool? Something that would not bend extremely easy.

                            There are many parameters in cloth config, is there any explanation or example of what they are doing?
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                              #89
                              Hi Exelcior, can you demonstrate in a video how to use the Backstop Distance and Backstop Radius? I tried creating masks for both but they don't seem to do anything to the cloth on my character. The clothing just goes through the body mesh.

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                                #90
                                Also, why do the physics asset capsules keep behaving like cylinders? It's so annoying! She looks like a robot from behind!
                                Last edited by solargravity; 05-18-2019, 01:53 PM.

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