Fake physics effect driven by vertex color
I'm a rigger day to day and at my last job I had to (using the red channel) paint verts on the clothes for our characters to have physics drive them in unreal.. the effect wasn't true physics, more adding a stretchyness to the verts driven by the animation.
I'm at a new place now and I'd like to do the same thing to make cloth movement a little nicer but I can't find anything to describe how to set this up in unreal. Sorry for the vague title i'm really not sure what this physics system is called but I'm hoping someone can direct me to the correct documentation
asked Sep 28 '16 at 11:12 AM in Using UE4
The effect you are referencing to is usually achieved by moving vertices in a vertex shader. It is commonly named as World Position Offset animation in UE4. To use it, you would have to set up some kind of system, that would drive them. A simple sine wave would do for start. This is done in material editor. Vertex color is usually used to control the strength of the effect.
Here is a link to the tutorial that covers the basics of creating such material.
In any case, this type of animation is driven by parameters that are passed to the material.
I think you may have cracked it.. I'd experimented with pass a sine wave though the verts and was getting a fairly un -inspiring result using the world offset nodes for flag vert animation.
It never occurred to me to bring in character velocity in to drive the wave.. which in hindsight i should have though off as I'd been using pink on my vert color because I knew I'd need to channels to get the vert color data from.
answered Sep 29 '16 at 05:51 PM
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