「烽火」鋭意製作中
ClothSimulation

ClothSimulation

What do clothes look like in the game?

East Asian clothes back in time often consist of wide sleeves and long and overlapped skirt. It is not easy to properly simulate the movement of this kind of clothes in Unreal since it involves self-collision and multilayered simulation.

What is the name of traditional Chinese male clothing? - Quora
Long sleeves, single layered for most part of the gown. Self-collision needed for lowered part.
Multi-layered cloth

Current Pipeline

Since true simulation is almost impossible, we aim for “tricks and cheats” for this kind of simulation. Right now we have two ways to deal with this issue.

First is animated joints. basically simulate the multi-layered clothes off-line and bake the animation to joints. The shortcoming is that it is super time consuming in production and not responsive in game.

Animated Joints

The second solution is simply fake the multilayered simulation using Unreal’s chaos cloth system. The cons of the approach are : only specific types of clothes can use this trick and the movement of cloth looks unnatural.

Fake cloth simulation (90% skinned animation driven and 10% cloth simulation)

So what we need is a solution that could make the simulation of these multi-layered clothes possible and more realistic.

One possible approach I got from a GDC talk is that since we already know which cloth should stay on top of another, we can hard-code this global information to decide the orientation of two contacting clothes.

However I was not able to able to implement this approach since it involves alter the engine and I do not understand the part where chaos cloth system does solve the simulation. Also, it seems like Unreal uses a massive-spring solution whereas it was mesh collision in the GDC talk.

Anyways, these are the approaches I have been trying and I would be very gracious if you could help me with this issue.