Hi all, I write to know what is the standard procedure to simulate a cape on a character. I tried skinned and interactive clothing but both of them acted very weird (and I’ve read that skinned clothing is just for small clothing). Any advice would be appreciated (I’ve access to 3DS max 2013 student edition, so any advice on how to use it to get the effect is appreciated to! )
(I’m using the free version of unity so the shroud plugin is out of the question)
nope, blender doesn’t has a compatible cloth system that works with unity, technically doesn’t work that way because its a whole different program. meaning you would use the unity built in cloth physics. anyhow other ways to achieve this is one animating it. you could put bones on the cloth make it have physics then save it as a animations.
the other way would be to put bones again but in unity you would use hinge joints or configurable joints with rigidbodies and there you go, simple cloth with physics rather than using the unity expensive cloth system. still do all these physics things do cause a bit of a perfomance hog depending on the usage. my best method would be the animation way. but anyone is free to do whatever
Yes one can not just use a cape simulation and whabam it works in Unity like Foxter said whole different program and the bone and animation thing is highly suggested! Have fun with whatever project you’re working on!