NilsonLima
(NilsonLima)
February 20, 2018, 10:51pm
6
Cody38R:
From what I’m gathering, it is possible to add on “Attachments” as you call them later in the process, so to make just a cloak that goes over the armor is possible. I do plan to allow the player to equip armors much like in Dark Souls if you’ve played that, just switching out segments of the various armor sets, but not modifying how they look. My question about the clothing is probably confusing since I don’t really know what I’m talking about.
https://docs.unrealengine.com/latest…loth/Overview/ From this page, you can see the “Cloth Painting Workflow” subheading, which shows the ClothPaint tab. He has an asset called OpenClothing2, and has just that selected. When I go into the same menu on a temporary model I’m using from Mixamo, I don’t have any assets in that tab nor can I figure out how to make them. Does that imply that the model and the coat that are used in the example are separate from each other, or did he somehow define just the coat as being “clothes physics”? This is probably the root of my confusion at this moment.
In other words, can I make the entire above knight into a model and then define which parts are clothing? Or do I need to have something like 2 separate files, the “Armor” and the “cloth”, which are then combined in UE4?
Thank you for the suggestion for having a model for consistency by the way, I will definitely use that. And thank you for answering my nooby questions in such detail, it has been very helpful.
The pieces that has cloth movement based on physics need to be separate. You can attach them the same way weapons are attached. Imagine a skirt. The part which touches the waist is rigid (that part has the attachment to the waist), so it will not be painted for cloth animation, the middle part will have a crescent gradient until it reaches 1 value (or near 1) at the edges, meaning they move more than the upper part.