Can the new cloth sim be driven on a skinned character mesh — a cape pinned to the shoulders following skeletal animation — and does it run at interactive rates on visionOS, or is it aimed at non-real-time/hero content? Can a sim be cached/baked for deterministic playback?
Hello!
Yes, pinning a cape to a skinned character is possible. The easiest way to achieve this is to:
- Enable Cloth (Preview) in the Tools > Feature Flags menu.
- Import your character and cape models into RealityComposerPro, and add them to a scene.
- Add a Cloth Collider component to the entity with the character skeleton. Assign a Simulation Mesh that covers the character body. This will allow the cape to collide against the character body.
- Add a Cloth Body component to the entity that has the Model component with the cape. Assign a Simulation Mesh to the component. This mesh should cover the cape, and ideally use evenly sized triangles.
- In the Collider To Follow section in Cloth Body, assign your collider entity. To pin some of the cape vertices to the character, select Paint Distance Limits. A distance limit of 0 will make the cape vertex follow the collider rigidly.
The simulation targets real-time. How much content can be simulated depends on the simulation mesh resolution, and simulation parameters such as Solver Iterations, Time Step etc.
We currently do not support caching/baking simulations for deterministic playback, please provide this feedback using Feedback Assistant.