I’m using 3DS Max 2013 and Apex 1.3. I’ve created a robe with uniform quads, painted the max distance to the cloth, and everything looks awesome in Max. When I bring in the clothed model into UE4, things look fine.
The arms and the legs are painted to react to physics, while the cowl and the torso are not. The arms and legs look fine, and react well to the simulated wind within the editor, but I dont seem to be able to get the unpainted portions of the cloth to stay with their proper orientation. Has anyone else run into this issue?
When you say that you’re leaving portions “unpainted” are you only applying a zero paint weight to them or not painting them at all. If you leave something unpainted as well it should automatically assign it a zero weight.
If you were to paint a 1cm weight in that area does it give any better results?
Are you able to reproduce this on any other assets provide a test asset with the max file, fbx, and cloth.apx file for testing?
I’m still learning some things with cloth and there may be a simple answer in there that if anyone wants to chime in and provide would be awesome!
If you want to provide the assets you can post a link here publicly or if you don’t want the files posted you can send me a PM and I’ll test it out then.
I posted this on Answerhub but someone mentioned this thread there.
Painting a value >0.0 and <1.0 on maxDistance means there will still be cloth simulation on that part of the cloth and this causes the same problem where the ragdoll shapes (mesh parts that are animated) penetrate through the cloth and it can’t stretch enough to avoid the penetration. Backstop won’t help either. Here’s a quote from nvidia documentation:
“For proper clothing animation results, always ensure that the clothing mesh is attached to the character with a motion distance of 0 (blue) with a subset of vertices. This means it is effectively skinned to the character.”
To completely disable cloth simulation and let some parts of the cloth simply move according to its skinning information, a value of 0 is required I think.
With Cloth you need to make sure that you paint the zero weight. I know it’s defaulted to that, but you’ll need to actually paint the zero weight then paint your other weights. I’m not sure if this is a bug or not but I’m going to put in a request for possible enhancement avoid this behavior.
Thanks for your reply. Actually, regardless of whether I explicitly paint 0 or i leave the area unpainted (in which case it defaults to 0), cloth regions with 0 max distance are still imported with the wrong axis up.
I can send an example maya scene with the Physx setup and the exported apex files if required.
Yeah, if you want you can send me the scene via a link here or in a PM. I don’t have Maya installed, but one of my colleagues does so I’ll see if I can use his computer to take a look at the setup when I’m back in the office this upcoming week.
When I did my test in Max I would get the flipped axis issue, but only when I didn’t paint any zero weight to the cloth and left it with the default zero weight.