Cloth physics with a solid end

Hello, I am trying to make a badge (access card) holder clothing object for my MetaHuman characters. But I cannot figure out how to do cloth physics on an object with a solid end.
As it works in real life, the cloth that is around the neck moves and bends (cloth physics), but the actual cardholder is solid and just follows the end of the string which has cloth physics.

Any suggestions on how to achieve this is very appreciated!
Right now, I am at the point where I have cloth physics on the string around the neck, and no cloth physics on the cardholder (which doesn’t work as the cardholder only follows the skeletal mesh).

Well, you really can’t.

Solid means not moving.

The badge moves at the end of the lanyard, therfore, you cannot use cloth to fake it.

If you were to make the plastic part move along (not solid), then it would also bend and twist like if it were cloth.

What you need to do is make a specific asset with a single bone chain that attaches to the mesh, the bone chain will probably just go like a tie, from the neck to the lanyard.
Then you add a proper Phat asset to it.
Then you use CCD or some other light weight cckid? Collider to simulate phsyics on the pendant.
Then you make the lanyard a cloth with a very low distance cloth paint which will better sell the motion of it looking someaht realistic…

And that’s probably the best you can hope for - which isnt much considering just how bad chaos physics is…

Thank you for the response, I will try to create the asset using your solution and then post it here with more information on how it was done.

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