I’ve been playing around with the new cloth method in Unity 5 for months. I understand the Unity team was trying to make realtime processing faster by dropping interactive cloth, but if anyone has actually tried to put clothing on a moving avatar and defining collision points using only combinations of spheres, capsules, and conical capsule colliders, will find that its impossible. Something as simple as a skirt becomes too complex when you have moving legs. Actually, I could never get it working accurately. I would have to use colliders that were bigger than they should be to prevent the skirt from going through the legs or buttocks as the character walks. Once I resort to that it just ends up looking fake. This was only just a walking animation. I’d hate to have to get this working with jumping, kicking, crouching, etc…!
Please Unity team, find a way to get this working properly. Fast realtime processing isn’t very useful if the results are incorrect.
Hi mmilne
At least it works for you, for me does not work, I can not even get a single jacket to behave as Such
The jacket becomes uncontrollable, and not know why many of the models that I use do not work, when I add the component does not display the vertices I should paint.
¿How do you do it to manage to the physical functioning correctly? I mean the simulation, not the coliciones.
In order to add constraints (painting the vertices) you need to provide a mesh of the cloth in the “Skinned Mesh Renderer” first
I agree with you.However,I meet another question.when I add an cloth component to a skirt mesh(a simple mesh),but the conical capsule colliders become red,and the mesh could cross the body.Is sth wrong with me?
this is my project running result.