• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by phxvyper · Aug 18, 2014 at 10:22 PM · physicsmaterialdynamic3dsmaxcloth

Cloth physics on only one part of a model?

I have a 3D Model of a Kevlar Helmet, which looks like this:

alt text

In unity, i want the straps to have cloth physics applied to them ~ such that gravity, movement, etc all affect the cloth dynamically.

Should I rig the straps as they are attached to the helmet and apply cloth physics there somehow?

Or should i have three game objects: One for the helmet (which would be the parent game object), one for the left strap and one for the right strap, where the individual straps have cloth physics applied and are children of the helmet game object?

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

2 Replies

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by alishka · Sep 02, 2014 at 12:53 PM

You might want to try using Unity's "Skinned Cloth" component.

In 3DSMax, keep the helmet as a parent for the bones that you will add to the straps. For optimization purposes, try keeping the number of bones minimal, as this is not a major detail, and you don't want it to affect the game performance (imagining a case with several characters in the view at once).

Cheers !

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
0

Answer by Wolfride · Dec 16, 2018 at 01:38 AM

Personally I would keep the straps all one piece (with the helmet separate, meaning 2 pieces), modeled to a neutral stance of being placed upon a character. If you have the humanoid already, model the straps while it is 'on' the model if possible to give it a natural look. (Assuming the humanoid's head doesn't deform in customization of the character, then you have a lot of problems to work through and may need more people to help you. If the texture changes but not the base mesh, fine.)

The main challenge you'll have is when the jaw moves- you want the physics to react in a natural way. If you can actually make the physics properties for whatever method you're using to deform the straps with stretchy, that might work. Depends what you're going for.

So. Now we have two materials (or one if you're uber good at atlas textures?) for two (or one) draw call and physics rendering. You MUST cache the physics if you'll have more than a handful of characters on screen at once. So it's not really dynamic cloth movement (completely unnecessary for such a small detail.) Cached, fine. Uncached dynamic with more than a few chars- probably not.

So you can render the cloth physics and save the outcome, if that makes sense.

If you can just parent the straps as one piece to the helmet and use an optimized cloth physics system (either unity' or from the asset store) that'll do. If it has to be broken up into several pieces to get the look you want, cache, use the same model but flipped (so it only draw calls once for the straps instead of twice) and same materials as much as possible.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

The best place to ask and answer questions about development with Unity.

To help users navigate the site we have posted a site navigation guide.

If you are a new user to Unity Answers, check out our FAQ for more information.

Make sure to check out our Knowledge Base for commonly asked Unity questions.

If you are a moderator, see our Moderator Guidelines page.

We are making improvements to UA, see the list of changes.



Follow this Question

Answers Answers and Comments

24 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

How to perform grasp action on a cloth? 3 Answers

How do you keep a bouncing ball from "breaking" through cloth 1 Answer

Questions About (Advanced Videogames physics) 2 Answers

Cloth physics of child game object not working when parent is enabled 1 Answer

Change Material depending on Collider position? 2 Answers

  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges