Hi! Hope everyone’s having a decent day. Right now I’m struggling with unreal’s built in cloth physics; I have a character with curved hair, but when I apply cloth physics, the hair falls straight down, as if normal hair were wet. There are about a billion variables called “[something] stiffness”, but which one will let me increase hair stiffness to give the hair some curvature in spite of gravity? If not one of these options, how should I do it?
The cloth is made entirely within unreal engine. Thanks in advance to anyone who can help.
I had the same question for quite some time now, and today i finaly found a solution.
Besides the Max Distance Mask you have to create a new one and set it to “Anim Drive Multiplier” (rightclick → set target). Than you paint the parts wich are attached to the body with a high value and the further away parts with lower and lower values. For me a Range between 100 and 30 worked quite well. I only painted the very last vertices 0.
Also lowering the gravity scale value to something like 0.1 helped quite a lot.
This sounds more like a workaround that gives good enough results in specific cases. Both “anim drive multiplier” and gravity don’t have anything to do with stiffness.
Yes, it’s possible in Unreal Engine. In Unreal Engine 5.2, select your cloth asset and under Config->Cloth Configs->ChaosClothConfig, if you hover over ‘EdgeStiffness’ or ‘AreaStiffness’ or ‘BendingStiffness’, the pop-up prompt says: increase iteration count for stiffer materials. Iteration count you can find under 'Config->Cloth Configs->ChaosClothSharedSimConfig. Also, you can affect stiffness with additional vertex masks. Add a new mask under masks and set target to Bending Stiffness or Area Stiffness. I added one for my mesh and set vertex weights to 100 for this mask (maximum stiffness). Then I increased the iteration count to about 10, and the cloth became much stiffer, so this works 100%.
Bear in mind, the promp also says that higher iteration count costs more performance. So it seems like you will have to pay with performance for stiffer clothing, although I am not sure why it works in this way.