I have a character, who wears a robe. Actually he is almost nothing but a robe, and a mask, so the character itself is actually a robe.
Because of this, I want to make his sleeves act like cloth, instead of his whole body. I have in blender divided his sleeves into vertex groups, if this is of any help.
Are there any way to apply physics to only part of an object?
2 Answers
2
If you added bones to the robe – might look like a bat-wing skeleton – you could hand rag-doll it. Give them all big, overlapping envelopes. To rag-doll by hand, each bone gets a rigidbody, a collider and a characterJoint or hinge to its parent bone. I’d imagine you could make a dummy Kinematic-RB parent as the root, childed to the body. That would give them something legal to latch onto, and keep them from “pulling” the body.
For sleeves to flap nicely…there’s probably a whole art to it. I’d imagine maybe 3 bone chains down the length. Constraints on the joint rotation might keep them from pulling the sleeve off the arm.
Creating the bone envelopes automatically creates vertex groups – it puts each vert in the bone that has the most influence on it. I don’t think having vert groups already will really help.
This is quite fantastic! :D I knew, I had just missed a so easy function of the game engine! >.<' Thank you so much! ^w^
– Tails1942