I’m working with a character who I’d like to be able to swap different ncloth designs with. I’ve separated the cloth from the main character, and am attaching it through sockets. Everything works fine, except the cloth skeletal mesh is only interacting with it’s own physics asset, and not the character. Since it hangs from the waist I’d need it to conform to the thigh, and move when the character moves. Is there a setting I’m missing somewhere that will allow the cloth skeletal mesh to be affected by the character physics?
The anim dynamics are designed to be isolated like that, it is a big part of what makes them cheaper than using standard physics objects and why they exist. For this, you would need to add thighs to the physics asset of the cloth mesh.
Instead of attaching it with sockets, you can skin the cloth like you would your character. What ever makes sense with your skin weights and collisions you want to achieve. You can save this as a separate skeletal mesh and use Set Master Pose Component.
The problem with that is it would need to be dynamic and move with the legs.
According to what I read in the documentation Master Pose doesn’t work with physics which is what I’d need. I ended up just attaching it to the character in Maya, too complicated to attempt it through UE4 unfortunately.
You can make a special physics asset just for your cloth that you assign when you create your cloth. I usually only add what I need. Cloth and dangly bits is a small part of what I do every day.
Yeah that’s what I did at first when simulating it, but the issue was getting the cloth to interact with leg movement once attached to the character. Just keeping it a part of the character mesh is the simplest solution for me though, so that ended up working. =)