x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Office Holiday

Epic Games' offices will be on holiday from June 22nd to July 7th. During this period support will be limited. Our offices will reopen on Monday, July 8th. 

The official project with the thickness of the fabric file

In the recent study on Unreal 4's Cloth System, in the 1.5 column on the map of the Cloth Display in the official content sample project, there was a Cloth Papers with Pockets and two Cloth Papers with Thickness alt text

The official document describes these contents Latch to Nearest

Lets you define Vertices that drive the movement of other Vertices and is used to create "thicker" or more complex geometry (e.g. heavier cloth or a pocket attached to cloth). I click into Persona With the thickness of the cloth file is like this alt text When I clicked on the weighting document, I found that there was only one thin patch to drive the entire thickness or pocket model to solve alt text I would like to ask how to use UE4 in order to achieve the official effect of this project, with a patch of weight to drive the entire thickness or pocket of the fabric file, rather than directly in the entire thickness or pocket model Up brush cloth weight

Product Version: UE 4.18
Tags:
zcz.png (381.3 kB)
adadad.png (462.9 kB)
adadadadadsa.png (500.8 kB)
more ▼

asked Jan 30 '18 at 03:04 AM in Using UE4

avatar image

少年张
11 1 1

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

I've also been messing around with the cloth simulation solver, I'll give you what I've come up with so far. Firstly in your 3D application you will want to model your high res cloth mesh with thickness and then add a low res mesh consisting of only one side and NO thickness. Notice how the faces of the two meshes are overlapping.

alt text

I've assigned a material to each mesh for easier selection between the two meshes in the Unreal editor later on. After exporting to UE4 you will want to select your low poly res, create a cloth asset and make sure "Remove from Mesh" is checked.

alt text

Apply this newly created cloth asset to the high poly mesh and then you can start painting. The official example only has one material applied to the mesh so there should be a way to select the low poly mesh without assigning a material to it. I'm still experimenting with the NvCloth solver so any advice would be highly appreciated.

simcloth1.png (88.2 kB)
simcloth2.png (18.0 kB)
more ▼

answered Jun 07 '18 at 10:59 PM

avatar image

Northz
1 1 1

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question