Cloth on skinned characters

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?

Answered by Vision Pro Engineer in 891365022

Hello!

Yes, pinning a cape to a skinned character is possible. The easiest way to achieve this is to:

  1. Enable Cloth (Preview) in the Tools > Feature Flags menu.
  2. Import your character and cape models into RealityComposerPro, and add them to a scene.
  3. 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.
  4. 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.
  5. 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.

Accepted Answer

Hello!

Yes, pinning a cape to a skinned character is possible. The easiest way to achieve this is to:

  1. Enable Cloth (Preview) in the Tools > Feature Flags menu.
  2. Import your character and cape models into RealityComposerPro, and add them to a scene.
  3. 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.
  4. 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.
  5. 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.

Cloth on skinned characters
 
 
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