Howdy!
TL;DR - How does the SimulationClothVertexFaceSpringConfig node work and how do I get results like in the documentation?
I can’t find any info other than this one post which hardly has any write up:
I don’t understand why in this image they’re connected in this way. It doesn’t make sense that they’d have 3 indices to separate 2 layers, where one is using the verts/faces of the same layer. I have a similar setup for a 3 layer example, but I don’t think this is correct. (The selections are all correct, but I’m not sure if it’s a naming issue? The documentation isn’t clear about naming)
My project has VERY complex clothing that has many, draping layers of cloth on characters. I’ve been trying to make this work within Unreal’s real-time system for a while and now the cloth-cloth constraints seem like they’ll actually make this viable. Previously, the “layering” system kept breaking and giving me bad results. This is an example of one of the simpler outfits I have, and it’s clearly intersecting and not respecting the constraints.
I know it’s experimental, but has anyone gotten this to work?
Thanks