Hello, first post I’ve done here since beginning learning this program. I’m learning a work pipeline by myself, that goes from 3d art to an animated in-game model. I have learning Blender (regrettably kinda) for the animation and I just finished rigging and animating some of my work. Now I have a issue with a part of my rig when importing to UE4.
I have a cape that goes around the waist of my model. This cape has cloth physics applied to it, now I also have a small bone rig that is controlling some straps. these straps are connected to the top and bottom of the cape. So when the cape moves around, the bone rig follows the bottom of the cape. I have a few things on top of the straps, so that’s why I use a bone rig to skin the mesh to. The issue is that I use a bone constraint to connect that bone rig to vertex’s on the geometry of the cape. This constraint does NOT get imported into unreal so the whole thing doesn’t work.
My question is that, I understand I can get cloth physics on the cape around my guy, but the straps that I have designed are pretty important to the character and how I wanted them to function. Is there a way I can get these straps to follow the bottom of the cape, while having cloth physics applied to the cape itself? The straps can’t have any cloth physics applied to them though, because there is metal attached to the straps so obviously that wont work.
TL;DR, Can you get a skeleton/bones to follow a vertex or point on a mesh that has cloth physics applied to it? If so, how difficult would it be to do for a beginner such as myself?
Thanks for taking the time to help!<3