Helloz, everyone! I decided to test out 4.16 for the cloth tool and a couple other things too. The cloth paint tool works good with creating new physics assets and retouching up the influences of older assets. there is a few things i noticed that could also be integrated with this.
1. such as allowing UE4 to use it's own collision assets and collision channel to work with cloth physics.
2. the next is changing the max bone limit on painted influences to at least 6. the limit is 4, but 6 is commonly used on upper character torsos for smoother bends. neck, spine 3, Clavicle L, Clavicle R, Upper Arm L, Upper Arm R = 6.
3. then lastly, allowing to paint special influences on hard objects attached to cloth assets (like buttons and zippers) to move not as cloth objects but more like something in-conjunction with it. I don't know if Nvidia ever found a solution for hard objects and cloth objects to work in-conjunction with each other, this might be too complex of a fix. but this would allow users to not strip off assets from their clothing objects.
thanks!
1. such as allowing UE4 to use it's own collision assets and collision channel to work with cloth physics.
2. the next is changing the max bone limit on painted influences to at least 6. the limit is 4, but 6 is commonly used on upper character torsos for smoother bends. neck, spine 3, Clavicle L, Clavicle R, Upper Arm L, Upper Arm R = 6.
3. then lastly, allowing to paint special influences on hard objects attached to cloth assets (like buttons and zippers) to move not as cloth objects but more like something in-conjunction with it. I don't know if Nvidia ever found a solution for hard objects and cloth objects to work in-conjunction with each other, this might be too complex of a fix. but this would allow users to not strip off assets from their clothing objects.
thanks!
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