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Character Creation : Fluttering Cape

Expected Output

User can select clothing that can react to physics

Key Problem

Real-time mesh swapping (changing SkinnedMeshRenderer.mesh) will break Unity’s Built-in Cloth Physics since Cloth Physics works at vertex level in the mesh renderer.

[freemake.com LOGO] clothphysics.mp4

Possible Solution

Using spring bone or character joint to simulate cloth physics.

How to easily implement Hair and Clothes Physics in Unity

Some drawbacks to consider when using spring bone or character joint:

  • Need to setup a number of bones/joint for every possible attachments that needs to be procedurally animated
  • Animation quality depends on the number of bones/joints. More bones means better animation quality

Here is some simple example on using said spring bone with runtime mesh swapping

[freemake.com LOGO] springbone.mp4