MeshCloth can perform cloth simulation directly on Mesh vertices.
This is also applicable to skinning meshes.
Ideal for simulating complicated movements such as skirts and collision detection.
See “MeshCloth Start Guide” for the setting method and so on.
Properties and parameters
|Virtual Deformer||Set the linked virtual deformer.|
Specify the update timing of the simulation.
|Blend Weight||Blending ratio with original posture|
|Collider List||Set the collider for collision judgment.|
|Merge Avatar Collider||If this component is AvatarParts, it will combine Avatar colliders when attaching.|
|Skinning Mode||Specifies how the bone or mesh to be simulated undergoes external processing.
Declares that particles will not be deformed by external factors.
In this mode, the distance and angle restorations in the simulation are calculated from the initial values.
The load is low compared to other modes.
Declares that particles will be deformed by processing such as animation.
In this mode, the distance and angle restoration in the simulation will be calculated from the deformed posture after animation instead of the initial value.
This solves the problem of the cloth shrinking unexpectedly when the cloth is greatly deformed by animation.
|Radius||Particle radius for collision determination|
|External Force||Influence of external force|
|Max Velocity||Maximum speed|
|World Influence||Movement effect|
|Distance Disable||Invalidation by distance|
|Clamp Distance||Maximum move distance|
|Clamp Position||Movement restrictions|
|Clamp Rotation||Maximum rotation angle|
|Restore Distance||Distance restoration|
|Restore Rotation||Rotation restoration|
|Triangle Bend||Triangle angle restoration|
|Adjust Line||Line rotation adjustment|