How to set up a physics asset for clothing simulation
Hi, I'd like to set up a physics asset for simulation cloth pieces like capes, skirts etc. and I am not quite sure about the optimal physics body and constraint set up for this. Does anyone here have some experience about that?
I'd also not like to rely on the built in NvCloth Pipeline of the Engine as the cloth behaves a bit weird compared to the previous APEX Cloth. Another reason for my decision to use a bone based system is the World collision because NvCloth also seems to lack a function to enable World Collision while Physics Assets have world Collision Out of the box.
Thanks in advance for any useful answer
asked Sep 14 '17 at 03:28 PM in Using UE4
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