Solid tutorial. I didn't realize this even existed. I've been using physbones for avatars but I need non-avatar-SDK options for an NPC character in my world and this is great
I was messing around with this the other day and found it extremely difficult to get the right shape and avoid clipping using only sphere and capsule colliders. I wish Unity would make the cloth recognize mesh colliders. Nevertheless thanks so much for this tutorial.
The best part was the clicky cherry keys! Seriously tho. Great tutorial. Separating your anchor vertices enough to get an isolation is great. Unity default cloth UX leaves a lot to be desired, but at least it's included out of the box. Good use of colliders and explanation of clipping. Physics brings a whole new level of potential problems that don't always show up immediately. Just code for the mishaps. 😝 If ((skirt.transform.position - model.transform.position).magnitude > whoopsDistance) DrawCensorCat();
How do you people see performance for a single character with a large skirt jumping around and moving a lot due to sword fight? Is this optimal for actual games or just for cool demos? Also, what about using this for hair?
Can you tell me why my cat ear accessories that i got from Booth that I applied to my avatar in Vroid Studio doesn't have physics Unity, even after optimizing them in Blender & also adding a physbone component to the ears in Unity? ? Also, my dress also has no physics & can't seem to add physics to the bottom of the dress either, even though in Blender there were bones there. There are clearly some things i need to go back to vroid studio or blender to fix/change, if not both. If you have any clues of deduction as to why i am having these problems, then pls let me know. Thnx. Love the vid btw. Gj.
Hey, I was wondering what would still cause the model to spin around whenever they jump? I made sure all of the colliders didn't have "is trigger" enabled, however it still does that. Could it be because I have phys bone colliders in the same spot?
for me I had to check 'is trigger' to stop the spinning from occuring. but, I am using the creator companion. so if anyone gets spun around with it off this is for you.
there's a few things maybe. my first idea is to use separate colliders, my second idea is to fiddle with the gravity settings on the different cloth components
iv never thought about using cloth physics! iv always fought with physbones to get cloth physics and id ALWAYS still have clipping and it just wouldnt look good
oh thank god. i wanted to have a 19th century victorian shirt cuff on my characters arm in first person. bit of a nightmare to weight paint for such a small feature. hopefully now i can simply just add it in with cloth physics AFTER animating the main arms. fingers crossed, great tutorial!
would this method work for other things like moving hair on your models, or giving them tails, wings or animal ears? if you havn't made a vid on that i'd like to see how that would work.
if you're referring to vrchat, then no. it would be more of a hassle to set that up and it would not look good. vrchat has a physics solver called physbones and that's what you would use. for vtuber, dynamic bones is a package for unity which essentially is the same thing.
Tried to do this to a chain that is attached on the chest and on each side it goes to the wrists, so it looks like a laid down 3. They still just looks stiff. The chain do got bones in it, is that needed for cloth physics or not?
You don't usually need or want bones for items using Cloth, no. Otherwise the bone movement can end up conflicting with the cloth and causing unnatural bends and strange movement.
you could definitely use this. if you're using it for your own game, look into other custom tools to help, because the built in cloth is extremely rudimentary. this tutorial was geared towards VRChat where we can't have custom scripts on our models
sorry for the late reply - if you would like to export it you would need to create a new prefab of the asset with the cloth physics (drag the model from the hierarchy down to the project tab) then right click and export unity package. cloth physics made in unity are only compatible with unity - so to answer your question you'll need to export it as a unity package.
6:22 i can't control my laughing..... thats exactly what happened in junior classes, when kids will pull your pants...
Solid tutorial. I didn't realize this even existed. I've been using physbones for avatars but I need non-avatar-SDK options for an NPC character in my world and this is great
O MELHOR TUTORIAL DE FISICA DE PANO QUE EU JÁ VI , Sem contar a suavidade da autora , Parabens.
I think I learned more from this than the official tutorials.
You are the one who explained constrains normally. Thanks!
I was messing around with this the other day and found it extremely difficult to get the right shape and avoid clipping using only sphere and capsule colliders. I wish Unity would make the cloth recognize mesh colliders. Nevertheless thanks so much for this tutorial.
REALMENTE. PARECE QUE A UNITY NÃO SE IMPORTA COM A FISICA DE TECIDO , É UMA PENA .
Thank you so much for this tutorial! You explained it well and it gives me an idea how it works. Now I have to do some tweaking on my skirt. Thanks!
6:30 I laughed so hard to the skirt falling hahaha
absolute legend. This saved me so much time thank you
The best part was the clicky cherry keys!
Seriously tho. Great tutorial. Separating your anchor vertices enough to get an isolation is great. Unity default cloth UX leaves a lot to be desired, but at least it's included out of the box. Good use of colliders and explanation of clipping. Physics brings a whole new level of potential problems that don't always show up immediately. Just code for the mishaps. 😝
If ((skirt.transform.position - model.transform.position).magnitude > whoopsDistance) DrawCensorCat();
CONCORDO, A física da unity comparada com outros motores está muito, muito longe de ser alguma coisa considerável .
I was not expecting an anatomically accurate human base mesh. Soo funny!
How do you people see performance for a single character with a large skirt jumping around and moving a lot due to sword fight? Is this optimal for actual games or just for cool demos? Also, what about using this for hair?
lmao, I came here because I couldn't figure out how to do a gradient with the tool either. Glad to see I'm not the only one IG lol
Can you tell me why my cat ear accessories that i got from Booth that I applied to my avatar in Vroid Studio doesn't have physics Unity, even after optimizing them in Blender & also adding a physbone component to the ears in Unity? ? Also, my dress also has no physics & can't seem to add physics to the bottom of the dress either, even though in Blender there were bones there. There are clearly some things i need to go back to vroid studio or blender to fix/change, if not both. If you have any clues of deduction as to why i am having these problems, then pls let me know. Thnx. Love the vid btw. Gj.
Hey, I was wondering what would still cause the model to spin around whenever they jump? I made sure all of the colliders didn't have "is trigger" enabled, however it still does that. Could it be because I have phys bone colliders in the same spot?
@SoutaCherry have "is trigger" disabled. this video is from a long time ago and I wasn't *too* educated on what I was doing haha.
@@velvet8117 alr :> thankk
If my character is animated, what do I do? This seems to only work if character stays T-posed
Great tutorial. Can you make one of picking up the cloth material? I'm not seeing one for that by anyone
Nice tutorial! Quick question, does this use too much computer resources to process? I mean, does it drop your fps too much or for your friends?
for me I had to check 'is trigger' to stop the spinning from occuring. but, I am using the creator companion. so if anyone gets spun around with it off this is for you.
yeah they got it wrong in the video, colliders have to be marked is trigger so you dont hit them
@@digitherobot holy shit you're the madoka magica avatar creator. very epic
The avatar I'm making is still spinning uncontrollably even with Is Trigger off on the capsules :l
what's your recommendation around intersections a skirt and a dress above?
there's a few things maybe. my first idea is to use separate colliders, my second idea is to fiddle with the gravity settings on the different cloth components
CONGRATULATIONS
iv never thought about using cloth physics! iv always fought with physbones to get cloth physics and id ALWAYS still have clipping and it just wouldnt look good
Awesome, thanks for uploading this!
oh thank god.
i wanted to have a 19th century victorian shirt cuff on my characters arm in first person. bit of a nightmare to weight paint for such a small feature. hopefully now i can simply just add it in with cloth physics AFTER animating the main arms.
fingers crossed, great tutorial!
never mind unity hates being easy, no mesh colliders only capsule. soooo stupid
Thank you so much! Finally i found a good tutorial!
why i have so much fps drop with this cloth component in game?
mesh is too high poly.
the calculations for cloth are insanely intensive. its better to use a low poly mesh or dynamic bone/physbone instead
@@digitherobotwhat is physbone?
Thanks ! Can you do a video how to fix the clipping in Unity without blender?
Why is the model so...detailed? 🤔
fr
How do you manage to avoid clippings like you had when cloned the skirt for the first time?
great job
would this method work for other things like moving hair on your models, or giving them tails, wings or animal ears? if you havn't made a vid on that i'd like to see how that would work.
if you're referring to vrchat, then no. it would be more of a hassle to set that up and it would not look good. vrchat has a physics solver called physbones and that's what you would use. for vtuber, dynamic bones is a package for unity which essentially is the same thing.
Had an oopsie moment when the skirt falls down when it's first enabled, and not in the manner intended for showing oopsies
colliders have to be marked is trigger so you dont hit them. you got it backwards
sorry, this video is from 2 years ago, I don't use cloth physics anymore personally
@@velvet8117why? Performance not good?
Tried to do this to a chain that is attached on the chest and on each side it goes to the wrists, so it looks like a laid down 3. They still just looks stiff. The chain do got bones in it, is that needed for cloth physics or not?
You don't usually need or want bones for items using Cloth, no. Otherwise the bone movement can end up conflicting with the cloth and causing unnatural bends and strange movement.
Thank you! Just what I needed
I subbed after that cat censor :D
Could this also be done with like a long coat?
you could definitely use this.
if you're using it for your own game, look into other custom tools to help, because the built in cloth is extremely rudimentary. this tutorial was geared towards VRChat where we can't have custom scripts on our models
The cloth contraints menu isn’t poping up for me any one know how to fix it
can you help me with a cloth shop project?
OMG, this is so beautiful haha, thank you very much!
Do you know how much performance hit with this?
cloth physics are pretty performance intensive in vrchat, so i would make it a toggle just in case people are lagging.
Thank you so much!
What do you have to do to get the Cloth Constraints tab?
did you ever figure this out?? currently struggling with it lmao!
@@jesswizzle did YOU figure it out?
ooh, pointy butt)) thanks a lot for tutorial!
you forgot to edit something important at 6:20 !
I loved the pussy image! Pun intended! Hahaha... 🤣
Which makes this already-great tutorial even better! Thanks for your help! 😊👍
😂😂
If I want to export it what format I need to keep the physics?
sorry for the late reply - if you would like to export it you would need to create a new prefab of the asset with the cloth physics (drag the model from the hierarchy down to the project tab) then right click and export unity package. cloth physics made in unity are only compatible with unity - so to answer your question you'll need to export it as a unity package.
thanks a lot!
Thank you (:
thank you ! a loooooooot
TENNKIU GIRL
so helpful!
Than u so much
could you remove that box on top, thanks
just joking
6:22 What the hell