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How do you make cloth/hair with real time physics for games?

Search engines fail me and the best I can find is just applying the cloth modifier to the whole thing which is obviously not how you are supposed to do it since it's an optimization disaster. Or is it? Is there a less demanding way to do it than the simulation but more realistic than just weighting it with the body? I'm talking about cloaks, trench coats, long skirts, ponytails and such. I'm using Blender.

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  • Alex_J
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    Alex_J grand marshal polycounter
    To the best of my knowledge simulations are usually used in the game engine, or if you do use a DCC solution it would be baked to the joint animation.

    If you want to see how it is implemented in Unreal check out their "content examples" project which you can find in the learn section of the epic launcher. They specifically have a character wearing trenchcoat example.


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