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:
The result was pretty good already:
However, we needed to make more changes to the mesh until we reached the final result for now:
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:
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:
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:
We hope you like the result so far!
Thank you very much for reading!
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