Game
Kordex - The Golden Path
7 years ago

Log #16: Physically based Clothes (Taraghlan)


Hey guys!

We’ve implemented a really cool new feature: Physically based Clothes
Thankfully Unity provides powerful tools in order to achieve good results in a relatively short amount of time.

Taraghlan’s cloak

We started with reading this article carefully: How to Poncho

This already saved us a lot of time regarding the correct preparation of the mesh:

  • The cloak must be exported from Blender into Unity separately

  • The cloak must be a plane

  • The cloak-shader must support double face rendering

So we attached the cloth-component to the cloak and painted the vertex-information:

5d099fee691f2.png

The result was pretty good already:

5d099ff23583d.gif

However, we needed to make more changes to the mesh until we reached the final result for now:

5d099ff6c506e.gif

Taraghlan’s necklace

For Taraghlan’s necklace, we applied the same method using Unity’s cloth component. It was easy compared to the cloak since we’ve learned a lot already:

5d099ffb9a2f4.gif

All in all, set up the cloak and the necklace took about a day but can be achieved much faster in the future

Taraghlan’s belt

For the small piece of Taraghlan’s belt hanging down from his hips, we used another approach. Instead of attaching the cloth-component we used a chain of character joints. We ran into a strange problem: the movement of the belt was strangely slow:

5d09a0047aaef.gif

We wanted to make the movement of the belt right before adding collision to it. This was a huge mistake since attaching a collider with the appropriate size gives Unity a hint of how to calculate the physics. So until we attached colliders to the belt-pieces, the movement was correct:

5d09a008a71e2.gif

We hope you like the result so far!

Thank you very much for reading!



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