In the screenshot, the yellow area in the Game Window shows the top vertices that are weighted 100% to the ribcage bone. The rest of the dress vertices are not weighted, thus wanting those to move dynamically with Skinned cloth. I only have Skinned cloth assigned to the ‘dress’ model, but in the green areas the dress is flowing into the character model. What can I do to make the female mesh model part of the collider for the dress? Do I need to attached something to the ‘female-base’ aside from the Skinned Mesh Renderer? Maybe I’m setting this up wrong? Thoughts?
Maybe somebody from Unity will actually try to answer this, but as far as I can tell it simply doesn’t work. The samurai demo (PM me and I can email it to you) weights all the kimono vertices to the nearest bone. If you added the rest of the vertices to the spine and legs you’d get better behavior but very limited “cloth”.
Additionally the full InteractiveCloth simulation won’t correctly collide with anything more complex than a sphere, so even if you switched the rest of the dress to that and added a collider on the woman it still wouldn’t interact well with her legs.
PM sent. I also tried to create polygon colliders for the upper thighs using only 3 polygons for each, and parented them to the thigh bones that way it wont use the entire mesh, but that didnt work either.
i am facing the same kind of problem.
i have to set the hair of my character with the touch like a comb.but i can not find any solution for this.
can any one tell me what i need to do for this.