NVIDIA GameWorks Integration

Hi DiagaDumah,
I actually authored the wushu demo so I can answer your questions. Ultimately the asset was broken down into multiple parts, the hood, shirt, skirting, and pants. I did so that I could have different settings per section of clothing. I got 90-95% of the collision effect between those asset with a careful balance between distance, backstop and collision shapes. We knew the hood, and shirt were unlikely to collide with anything so those stayed very independent. The pants and the skirting has are where the tricks are. The pants are mainly small distance near the bottoms and used backstop for the inner leg collision. the only collision shape that was used was for the foot, and it was exaggerated in size if my memory serves me well. The skirting had enlarged collision shapes. The size of the collision shapes was about at the distance of the distance for the pants, give or take a nudge either way. The distance on the skirting was greater near the bottoms and tighter closer to the waste line. The hood, skirting, and sleeves all used their own self collision. helped the fold size on the hood and sleeves and helped with the 4 pieces of skirting from interpenetrating. The other two big notes are to use local space sim, it handles fast animation much better, and turning the inertia blend up a bit. Also use the connected spheres for collision shapes. They can conform to the body better and more efficient with clothing. As an alternative, you could always combine all your cloth into one asset and use self collision if your vert count isn’t to high and doesn’t over complicate other authoring matters too much. I hope helps to get you the results you are looking for.