Bones 'Bunching Up' when physics is applied.

I’m trying to make curtains in my game. It’s all working apart from when I run the simulation the curtains sort of bunch up it’s hard to explain so I made a video.

Here is a screenshot of my Physics Asset parameters as well. I would like to allow some rotation in the constraints, but it makes the effect worse.

Video:

Try using box colliders as a test.

I have yeah still the same issue.

Here is a screenshot of it with boxes:

Here is the Skeletal Mesh bone structure:

Here is the in game ‘bunched up’ screenshot:

Here is the editor not in play mode, how it should look:

Right. Well, as you can see by the red boxes, it appears that they are overlapping causing the issue.

Basically, they seem to be too large.

Additionally. You probably need to set their weight value manually instead of depending it on the default which is done by volume.

Thirdly, a friendly reminder. Engine physics are s*it since chaos became the main source. And it’s not like the physx implementation was much better in regards to what you are doing specifically.

To prevent stretching you need to change the settings on the physic stuff of the skeleton itself each constraint has options.

One of the oddly named options in the overall asset is in charge of how much the stretching happens. It’s something like angular momentum only not that - an option you would never think has any bearing on this (because Epic).

You change that value to around 2.5 if memory serves and you have chains up to 5 bones behaving appropriately.

With Chaos, that option could have been removed - sadly can’t help there as I dont remeber what is was called…

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Solved it. I needed to adjust the ‘Linear Limits’ in each constraint. I set it to Limited, Limit 5. This allows for some drop but not too much.

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