Character hand is getting stuck to the physics cloth (Solved)

Yeah I’m processing the video now. I’m just going to upload the video and leave a link but here’s a screenshot. I tested it just now and a Tether Limit of 20 is as low as I can set it before it starts pulling on the cloth again.

So then, If you had split up the sleeves to a new material/cloth - then that would also have fixed the bug?

Assuming that it’s reacting to the sleeve position and not to the cloth part which are painted at 0 strength that is.

Kind of a curious behavior.

ACCORDING to nvidia
https://docs.nvidia.com/gameworks/content/gameworkslibrary/physx/nvCloth/UsersGuide/Index.html

The whole tether stage is skipped if the stiffness is set to 0 (increasing performance).

Not to nitpick, but I thought you had the issue even when the sleeve was painted at 0 cloth, and that it went away as an issue when you painted the cloth.
mind-blown

No it acted like it did but when I tried to recreate it, the second time I painted the sleeves the issue was still there…I’m still pretty confused as to why we didn’t find this solution earlier…I thought for sure I had tried turning the tether limit up but in my confusion…thinking the lower it was the less it could travel I probably didn’t think to try turning it higher…

Also it may end up with a slightly higher performance hit, but honestly looking at my stats I can’t really tell there even is one…not to say it doesn’t stack up but with just a few characters in the scene I can’t imagine the hit would be that big.

Here’s the link to the video, I have it unlisted at least until it finishes processing…the processing seems to be taking a long time again…hopefully the HD processes this time…I would give it about an hour if you want to see it in 1440p

1 Like

I marked the spot where I discovered the solution it starts at 15:12

Glad you sorted it out.

In the cloth panel you also have other options for the phat asset.
Just pointing that out so you know in the future.

It can be (and often has to) made to use an entirely different physics asset than the character.

What I think is happening is that because of CC3 you have never had to paint and set weights manually.

If you follow that. The distance that cloth is allowed to move is what you directly paint into the mesh.

The value can only be altered if you re-import from vertex colors (as I explained in the video I initially shared).

Most if not all times, importers and pre-sets use crazy insane distances for no reason.
In the case of cc3, apparently, there’s also a tether limit being somehow added in.

I would suggest trying to set both values to 0, or both to 1.

Either way, given what happens with your sample. A bug report on tether not turning off is probably in order.
A tether limit of 0 should disable the behavior in engine…

Tether stiffness and the whole behavior should just not be active if the limit value is 0.

And this isn’t according to me. It’s according to the nvcloth docs I shared before…