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

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  • replied
    Hi there,

    We have a problem with cloth simulation normals, they are always pointing the opposite way that the mesh normals, it means always backwards. Then, the backstop is also working "backwards".
    It only happens when creating clothing with "create clothing from selection" menu in UE4, the imported apx file works correctly.
    We tried with 4.20, 4.23 and even 4.24, same result. See attached pic.

    To be sure it's not our mesh we exported the simple cloth from 4.20 Content Examples and reimported it back in 4.20/23/24, and it gives the same error.

    Is that a known bug? Or are we doing something wrong? Exelcior


    Click image for larger version

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    And, btw, something unrelated: is there any way to try "Chaos Cloth Editor" in 4.24 or it's just a placeholder plugin?

    Leave a comment:


  • replied
    Originally posted by GalaxyStudios View Post
    Well, the title nails it
    I am not experienced with Apex Cloth.. I don't even know if there is a need of knowledge about Apex to use the new system.
    I want to learn that stuff and the best way to start there with would be a tutorial :P

    Thanks!
    Thank you so much

    it works now, i know what i am wasting my evening on today.

    Leave a comment:


  • replied
    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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  • replied
    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.

    Leave a comment:


  • replied
    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?

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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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  • replied
    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.

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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

    Leave a comment:


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

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  • replied
    [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?

    Leave a comment:


  • replied
    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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  • replied
    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.

    Leave a comment:

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