Hey all.
i ran into a weird problem with the Physics Cloth.
Here is what im trying to do.
i have one playable character, for testing and stuff, She is moduller and consist of 3 "body part" on body skeletal mesh, one corset/top Skeletal mesh and a coat. the body skeletal mesh is the parent to the to other, meaning they get the animation and shadow and size scale from the body skeletal mesh.
i made the Meshes in blender 2.60, so thay had to be scaled op about 5.075 to fit the world i am building.
so far all is good
then i followed this tutorial to get it too act like cloth
http://udn.epicgames.com/Three/PhysXClothReference.html
and added this line to the pawn
and runs the game, it compiles perfectly and everything works the cloth start to wigle in the wind, butCode:simulated event PostBeginPlay() { super.PostBeginPlay(); CoatSkeletalMesh.SetEnableClothSimulation(true); }
the lower part of the coat (the one that is assingd to the coth bone do not get the size scale.
i know this is the problem because the rest (that is not asing to be cloth) got proppler scaling and fits the body mesh.
okay and for then that want a photo here it is
here is the game as it is naw with the un propper coat size
coat_bug1_by_hellsing80h-d4s0f1i.jpg
and here is the size it shud be
coat_bug_by_hellsing80h-d4s0et9.jpg
and the code for the pawn
this is all the info i haveCode:class DAPawn extends UDKPawn; var(DAPawn) const SkeletalMeshComponent BodySkeletalMesh; // Skeletal mesh which represents the right Coat. Child to the Body skeletal mesh component. var(DAPawn) const SkeletalMeshComponent CoatSkeletalMesh; // Skeletal mesh which represents the right Corset. Child to the Body skeletal mesh component. var(DAPawn) const SkeletalMeshComponent CorsetSkeletalMesh; var(DAPawn) const DynamicLightEnvironmentComponent MyLightEnvironment; simulated event PostBeginPlay() { super.PostBeginPlay(); //CoatSkeletalMesh.SetEnableClothSimulation(true); } function AddDefaultInventory() { //InvManager.CreateInventory(class'DemAreana.DAWeap_Jackal_Longslide'); //InvManager is the pawn's InventoryManager InvManager.CreateInventory(class'DemAreana.DAWeap_Jackal_Longslide_R'); //InvManager is the pawn's InventoryManager } defaultproperties { WalkingPct=+0.4 CrouchedPct=+0.4 BaseEyeHeight=38.0 EyeHeight=38.0 GroundSpeed=200.0 AirSpeed=440.0 WaterSpeed=220.0 AccelRate=2048.0 JumpZ=322.0 CrouchHeight=29.0 CrouchRadius=21.0 WalkableFloorZ=0.78 InventoryManagerClass=class'DemAreana.DAInventoryManager' Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment bSynthesizeSHLight=TRUE bIsCharacterLightEnvironment=TRUE bUseBooleanEnvironmentShadowing=FALSE End Object Components.Add(MyLightEnvironment) Begin Object Class=SkeletalMeshComponent Name=BodySkeletalMesh SkeletalMesh=SkeletalMesh'Playable_Characters.Claire_Montreal.Body_Mesh' AnimTreeTemplate=AnimTree'Playable_Characters.Assets.Female_AnimeTree' //PhysicsAsset=PhysicsAsset'CH_AnimCorrupt.Mesh.SK_CH_Corrupt_Male_Physics' AnimSets(0)=AnimSet'Playable_Characters.Assets.Female_Anim' //Translation=(Z=8.0) BlockRigidBody=true bUpdateSkelWhenNotRendered=false bIgnoreControllersWhenNotRendered=true bUpdateKinematicBonesFromAnimation=true bCastDynamicShadow=true Scale=5.075 bCacheAnimSequenceNodes=FALSE AlwaysLoadOnClient=true AlwaysLoadOnServer=true bOwnerNoSee=false CastShadow=true RBChannel=RBCC_Untitled3 RBCollideWithChannels=(Untitled3=true) LightEnvironment=MyLightEnvironment bOverrideAttachmentOwnerVisibility=true bAcceptsDynamicDecals=FALSE bHasPhysicsAssetInstance=true TickGroup=TG_PreAsyncWork MinDistFactorForKinematicUpdate=0.2 bChartDistanceFactor=true RBDominanceGroup=20 bUseOnePassLightingOnTranslucency=TRUE bPerBoneMotionBlur=true End Object Mesh=BodySkeletalMesh Components.Add(BodySkeletalMesh) Begin Object Class=SkeletalMeshComponent Name=CoatSkeletalMesh SkeletalMesh=SkeletalMesh'Playable_Characters.Claire_Montreal.Coat_Mesh' //AnimTreeTemplate=AnimTree'Playable_Characters.Assets.Female_AnimeTree' //PhysicsAsset=PhysicsAsset'CH_AnimCorrupt.Mesh.SK_CH_Corrupt_Male_Physics' //AnimSets(0)=AnimSet'Playable_Characters.Assets.Female_Anim' //Translation=(Z=8.0) BlockRigidBody=true bUpdateSkelWhenNotRendered=false bIgnoreControllersWhenNotRendered=true bUpdateKinematicBonesFromAnimation=true bCastDynamicShadow=true //Scale=5.075 //ClothImpulseScale= 5.075 bClothAwakeOnStartup=true bCacheAnimSequenceNodes=FALSE AlwaysLoadOnClient=true AlwaysLoadOnServer=true bOwnerNoSee=false CastShadow=true RBChannel=RBCC_Untitled3 RBCollideWithChannels=(Untitled3=true) LightEnvironment=MyLightEnvironment bOverrideAttachmentOwnerVisibility=true bAcceptsDynamicDecals=FALSE bHasPhysicsAssetInstance=true TickGroup=TG_PreAsyncWork MinDistFactorForKinematicUpdate=0.2 bChartDistanceFactor=true RBDominanceGroup=20 bUseOnePassLightingOnTranslucency=TRUE bPerBoneMotionBlur=true // Assign the parent animation component to the head skeletal mesh component. This ensures that // the pawn animates as if it was one skeletal mesh component. ParentAnimComponent=BodySkeletalMesh // Assign the shadow parent component to the head skeletal mesh component. This is used to speed up // the rendering of the shadow for this pawn and to prevent shadow overlaps from occur. ShadowParent=BodySkeletalMesh End Object CoatSkeletalMesh=CoatSkeletalMesh Components.Add(CoatSkeletalMesh) Begin Object Class=SkeletalMeshComponent Name=CorsetSkeletalMesh SkeletalMesh=SkeletalMesh'Playable_Characters.Claire_Montreal.Corset_1_Mesh' //AnimTreeTemplate=AnimTree'Playable_Characters.Assets.Female_AnimeTree' //PhysicsAsset=PhysicsAsset'CH_AnimCorrupt.Mesh.SK_CH_Corrupt_Male_Physics' //AnimSets(0)=AnimSet'Playable_Characters.Assets.Female_Anim' //Translation=(Z=8.0) BlockRigidBody=true bUpdateSkelWhenNotRendered=false bIgnoreControllersWhenNotRendered=true bUpdateKinematicBonesFromAnimation=true bCastDynamicShadow=true //Scale=5.075 bCacheAnimSequenceNodes=FALSE AlwaysLoadOnClient=true AlwaysLoadOnServer=true bOwnerNoSee=false CastShadow=true RBChannel=RBCC_Untitled3 RBCollideWithChannels=(Untitled3=true) LightEnvironment=MyLightEnvironment bOverrideAttachmentOwnerVisibility=true bAcceptsDynamicDecals=FALSE bHasPhysicsAssetInstance=true TickGroup=TG_PreAsyncWork MinDistFactorForKinematicUpdate=0.2 bChartDistanceFactor=true RBDominanceGroup=20 bUseOnePassLightingOnTranslucency=TRUE bPerBoneMotionBlur=true // Assign the parent animation component to the head skeletal mesh component. This ensures that // the pawn animates as if it was one skeletal mesh component. ParentAnimComponent=BodySkeletalMesh // Assign the shadow parent component to the head skeletal mesh component. This is used to speed up // the rendering of the shadow for this pawn and to prevent shadow overlaps from occur. ShadowParent=BodySkeletalMesh End Object CorsetSkeletalMesh=CorsetSkeletalMesh Components.Add(CorsetSkeletalMesh) Begin Object Name=CollisionCylinder CollisionRadius=+0021.000000 CollisionHeight=+0019.000000 End Object CylinderComponent=CollisionCylinder }
do eny one know what im doing wrong ?
ps before you ask, jes i did google it and made a though search on the forum![]()
Pleace help me out.



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