I have a number of characters on which I’d like to use the new Unity 5 Cloth component. Some of our characters have the cloth meshes as completely separate objects, and are working fine. Some others are combined objects in which both the cloth and non-cloth meshes are together (this is out of necessity for our random character generation system). For example, the image below is one of the lower-halves of a character. It has a skirt, which I’d like to apply cloth to, and the legs/feet, which I don’t want to be affected.
So, I select all of the vertices of the legs and feet, and set their ‘Max Distance’ to zero, so they’re not simulated.
You can see the colliders on the thighs, coming down slightly longer than the shirt. This seems fine, until I press play and get this:
The colliders are pushing out the verts of the thighs, even though I set their ‘Max Distance’ to zero. I don’t want them to be affected by the simulation at all. I don’t really understand what the ‘Surface Penetration’ option is supposed to do. It doesn’t seem to make any difference, whether I set it to 0 or 10000.
I’ve also tried setting the colliders to be smaller than the thigh mesh, which stops them from puffing out, but then of course the thighs frequently clip straight through the skirt and looks horrible.
Before moving to Unity 5, we were using Shroud Cloth Sim Engine from the Asset Store. This exact asset was fine with Shroud, because I could just tell it to treat those vertices as skinned. Splitting the legs and skirt into separate objects isn’t an option in this situation. If there’s no way to solve this, we’ll just have to abandon cloth for these characters, which we obviously don’t want to do.