Contents
Inertia
Controls how character movement affects cloth vertices.
For example, if the cloth sways too much for the movement of the character, it is possible to suppress the overall sway by adding restrictions.
You can also set things like automatically detecting character teleports and resetting the simulation.
World Inertia |
Sets the effect that the movement of the entire character has on the cloth. However, if the character moves slowly, the effect is also reduced, so there is also the detrimental effect of making the shaking extremely small. |
World Movement Speed Limit |
Limits the effect of the movement of the character on the cloth at the set speed. Basically, it is recommended to use this rather than “World Inertia”. |
World Rotation Speed Limit | Similar to “World Movement Speed Limit”, it limits the effect of character rotation on cloth by the set speed. The unit is rotation angle (Degree) per second. |
Teleport Mode |
Set the behavior when the character teleport is detected. [None] [Reset] [Keep] |
Teleport Distance |
Movement distance (m) in one frame of the character detected as teleport |
Teleport Rotation |
Rotation angle (Degree) in one frame of character detected as teleport |
Local Inertia | Sets how cloth movement affects vertices in the character’s local space. This is usually the effect of character animation. For example, a value of 0.2 will apply a force to the vertex that is 20% of the displacement of the center position in local space. |
Local Depth Inertia |
Reduces local inertia according to vertex depth values. This is effective when you don’t want to move too much around the start point for skirts, hair, etc. |
Centrifual Acceleration |
Augmentation value for centrifugal force. |
Partice Speed Limit |
Limits the maximum velocity per vertex. However, if you lower the value below 1.0 (1m/s), the accuracy of collision detection will decrease, so be careful when lowering the value. |
World inertia and local inertia
Inertia is calculated in two parts, world and local.
World inertia refers to the effects of the character’s own movement, while local inertia refers to the effects of the character’s animations.
By setting these two effects separately, you can fine-tune how the character’s movement affects the simulation.
However, to get the most out of this effect, you need to be careful about where you place the MagicaCloth component.
This is because each inertia measurement method is different.
World Inertia |
World inertia is measured from the Transform position of the MagicaCloth component. |
Local Inertia |
Local inertia is automatically calculated from the distribution of the fixed attributes of the cloth. |
Below is a diagram of the recommended placement of MagicaCloth components on a character.
It is recommended to place the MagicaCloth component directly under the character GameObject as shown.
Center of local inertia
A cloth always has one center point.
This is automatically determined from the distribution of fixed attributes and is displayed as a gizmo in the scene view as a purple sphere.
Local inertia is measured from the movement of this center point.
Automatic teleport judgment
It is also possible to automatically detect when the character moves a lot and reset the simulation.
By setting the mode to “Keep”, you can continue the simulation with exactly the same posture after teleporting.