How do I apply Cloth physics to a cape
How do I apply Cloth physics to a cape
Hello, I have just figured out how to convert peds to GTA 5. However I am having trouble figuring out how to apply cloth physics to a cape. I want to create a non streamed ped with cloth physics. If someone could help me that would be great. Thanks!
Re: How do I apply Cloth physics to a cape
Some settings have to be toggled in metadata file to enable cloth simulation on a component. If your ped had no original cloth simulation on that component, it could be tricky to find that in XML file. I remind one user has grabbed a huge block of XML data from another model into his component's metadata file to enable cloth simulation.
Once it's enabled, your model should have .yld file for cloth physics and a proper export of .ydd and .yft files. I don't remember but either .yft or .yld file can contain some collisoin volumes to put onto skeleton, so cloth behaves properly. There was a video with WatchDogs model and everything was shown there step by step. Ped model with pre-installed cloth simulation option was used as a base model, so no metadata editing is covered in a video.
Once it's enabled, your model should have .yld file for cloth physics and a proper export of .ydd and .yft files. I don't remember but either .yft or .yld file can contain some collisoin volumes to put onto skeleton, so cloth behaves properly. There was a video with WatchDogs model and everything was shown there step by step. Ped model with pre-installed cloth simulation option was used as a base model, so no metadata editing is covered in a video.
Re: How do I apply Cloth physics to a cape
Ok thanks I watched a tutorial, but It says that I have too many vertices when I try to export. Is there a way to change the number of vertices without messing up the model?Oleg wrote: ↑Thu Apr 01, 2021 7:56 am Some settings have to be toggled in metadata file to enable cloth simulation on a component. If your ped had no original cloth simulation on that component, it could be tricky to find that in XML file. I remind one user has grabbed a huge block of XML data from another model into his component's metadata file to enable cloth simulation.
Once it's enabled, your model should have .yld file for cloth physics and a proper export of .ydd and .yft files. I don't remember but either .yft or .yld file can contain some collisoin volumes to put onto skeleton, so cloth behaves properly. There was a video with WatchDogs model and everything was shown there step by step. Ped model with pre-installed cloth simulation option was used as a base model, so no metadata editing is covered in a video.
Re: How do I apply Cloth physics to a cape
it is likely you have too many vertices in a .cloth object. Actually, this object should be as simple as possible, because it is simulated on a CPU. In most of cases the limit of 255 vertices should be enough. The actual renderable geometry with cloth physics has no vertices limit constrain.
so, in general, you should manually create a very simple geometry for .cloth object and you will be OK with vertices limit. Do not copy real geometry fragment into .cloth object, it's a bad idea.
so, in general, you should manually create a very simple geometry for .cloth object and you will be OK with vertices limit. Do not copy real geometry fragment into .cloth object, it's a bad idea.
Re: How do I apply Cloth physics to a cape
Ok so I have the cloth in game but it is glitchy and I have no idea how to fix it. The cloth moving but is floating above the characters head.Oleg wrote: ↑Mon Apr 05, 2021 10:13 am it is likely you have too many vertices in a .cloth object. Actually, this object should be as simple as possible, because it is simulated on a CPU. In most of cases the limit of 255 vertices should be enough. The actual renderable geometry with cloth physics has no vertices limit constrain.
so, in general, you should manually create a very simple geometry for .cloth object and you will be OK with vertices limit. Do not copy real geometry fragment into .cloth object, it's a bad idea.
Re: How do I apply Cloth physics to a cape
a short video will give some ideas on what's wrong. currently can't give any advice.
Re: How do I apply Cloth physics to a cape
is your .cloth object bind to .skel too? it should be. also, you should reset its axes to 0,0,0 with display\local axes\"reset to world" tool
Re: How do I apply Cloth physics to a cape
Thank you! Resetting the axes helped but I just have one more issue. The cape is stuck in the character's back even when moving.
Re: How do I apply Cloth physics to a cape
remove collisions from skeleton and give it a try again. you should set up cloth physics and shape first. then you can add collisions (capsule primitives) to skeleton, so cloth can interact with character torso and legs.
Re: How do I apply Cloth physics to a cape
It worked! Thank you for your help, I really appreciate it!
Re: How do I apply Cloth physics to a cape
Hi, can I contact you to learn the full process ? If you agree so I can pay for the lesson to learn. I cannot find any full tutorial about making physic cloth for ped. Hope you agree ! Thank you so much !
Re: How do I apply Cloth physics to a cape
There are some video guides on youtube if I'm not mistaken. Also, as far as I know, you need to use a model that natively have a .yld file in game, so game knows about availability of cloth physics.