Hi All,
Background:
So I have a Character that has a cape and various other garments (skirt, sheet sleeve thingy, ect.) I made “Sim Meshes” in Maya with vertex paint that were then imported with the skel mesh into Unreal. I then copied the vertex paint for the Max Distance physics (using the copy from vertex paint feature). When copying in the vertex paint I had to copy it with a scalar value of like 30,000 to give me the correct Max Distance as the character is literally the size of mount Everst.
Problem:
I have these garments simming but they are extremely unstable. Like if the character twitches or moves quickly even the slightest bit cloth goes absolutely bonkers (flying around erratically all over the place only attached to the mesh where its weights to 0). I want to post a video but can’t due to the nature of my project.
Steps taken so far:
- Turned Fictitious Angular Scale to 0.0 this seems to help a little but the issue still persists.
- Turned up my local Dampening up a little to like .05 this helped a little as well but the problem still persists.
- I added just a little anim drive stiffness and damping this also helped a little but the problem still persists.
- Turned mass and gravity up again helped a little “I think” gave me a more realistic sim but the problem still persists.
Has anyone had an issue like this or experience working on very large cloth simulations that can give me a bit of guidance?
Thanks!
Roger