![]() Distance constraints are placed along edges of the mesh to model stretching and bending. The Flex Cloth Asset will create one particle per-graphics vertex, so the artist has direct control over where particles are placed. In addition to the soft body asset there is a simple cloth asset type that can be used to add dynamics to meshes. Actors with higher masses have a larger impact on the motion of actors with lower masses than vice versa. This property can be used to configure how different Flex actors interact with each other on collision. Mass The mass of each particle in the shape. ![]() This can be useful for example to create streamers, or cloth ‘accessories’ for a rigid body actor. This allows for example attaching some particles in the Flex cloth to an actor that is simulated with PhysX. Any overlaps will create an attachment between the particle and the shape. ![]() Attach To Rigids If enabled the particles will check to see if they overlap any shapes in the level when they are spawned.The best way to set up cloth for self-collision is to ensure all the length of all the edges in the mesh are consistently close to the radius on the container. Self-collision can be enabled here, but note that if particles in the rest shape of the cloth are closer together than the radius on the container then it may cause artifacts in the cloth as the distance constraints fight the collision. Phase The phase that is used for all particles belonging to this asset.Container Template The Flex container to use for simulation of this asset.Skinning Max Distance Any clusters greater than this distance from a particle won’t contribute to the skinning.Skinning Falloff Skinning weights for the mesh vertices will be generated with the falloff inversely with distance to cluster according to this parameter.Link Stiffness The stiffness of distance links.Link Radius Any particles below this distance will have additional distance constraints created between them.Cluster Stiffness The spacing for shape-matching clusters, should be at least the particle spacing.Cluster Radius Controls the overall size of the clusters, this controls how much overlap the clusters have which affects how smooth the final deformation is, if parts of the body are detaching then it means the clusters are not overlapping sufficiently to form a fully connected set of clusters.Cluster Spacing The spacing for shape-matching clusters, should be at least the particle spacing.For meshes which are one-sided, or not closed the surface sampling can be used to ensure all parts of the surface have a particle covering them. Surface Sampling Controls how many samples are taken of the mesh surface, again this does not directly control the number of particles, but rather it affects where they are placed.If the mesh is not closed then this should be set to zero and surface sampling should be used instead (see below). The volume sampling resolution needs to be high enough to capture all the features where particles should be located. Note that this does not increase the number of particles, but it controls where particles will be placed. Volume Sampling Control the resolution the mesh is voxelized at in order to generate interior sampling.It should be set so that there is some overlap between neighboring particles, as this will help make collision detection robust. Particle Spacing The spacing to use when creating particles, this should generally be the same or less than the container radius.If you enable the Flex visualization you will be able to see the particles (in red), the clusters (and RGB basis), and a count of each in the upper left hand corner: Once you have created the Soft Asset and assigned a container, the particle sampling and clustering will be automatically generated and updated whenever you modify a property. To create a soft body add a Flex Soft Asset to the Static Mesh. The clusters and skin weights are generated automatically, so there is no need to manually skin the mesh in a DCC tool. Each cluster adds a constraint to the solver, and the clusters are used to drive regular linear blend skinning.Ĭlusters behave in way that is similiar to bones in a regular animated skeleton - however they are not hierarchical, and are driven instead by the deformation of their attached particles. These points are then clustered into particles, which are then clustered into “shape matching groups”. Flex soft bodies are created by sampling a Static Mesh with particles, generating shape-matching clusters, and optional direct links between near by particles.įlex soft bodies work by sampling the interior (and optionally) the surface of the mesh with points.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |