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APEX Clothing
show user profile  Handelo
Does anyone have any experience with nVidia's physics plugin?

Specifically for clothing, I can create collision capsules for bones and the cloth would collide fine with them, but whenever I switch the collision mesh type from capsule to anything else, be it convex, concave (yes, I hit the generate button), or even a box or sphere, the cloth would not collide at all, as if the bone wasn't part of the kinematic rig. Even if I use the working capsule and change the type to custom (which keeps the exact same capsule as the collision mesh) the cloth just falls through it.

WHY?! This is driving me insane, and I can't just use the capsules since I need a collision mesh that's more suited the the shape of my character's torso... I've searched everywhere for an answer and all I found was a guy who had the same problem and he eventually gave up on using APEX Cloth entirely!
read 998 times
10/10/2014 12:04:36 PM (last edit: 10/10/2014 12:04:36 PM)
show user profile  Nik Clark
Does the Max implementation of PhysX cloth allow cloth-cloth collisions yet? Last time I tried it, you couldn't make cloth collide with other cloth objects, making it somewhat useless.




read 984 times
10/10/2014 12:41:29 PM (last edit: 10/10/2014 12:41:29 PM)
show user profile  Handelo
Hey Nik,

I'm talking about the APEX plugin from nVidia, not the native massFX physics system.

Regardless, what I'm trying to do is get a cloth object (a scarf) to collide with a kinematic rigid body object (the character's bones), but also getting those bones to have a more complex collision mesh than just a capsule. No cloth-cloth collisions (except self collision).
read 982 times
10/10/2014 12:56:36 PM (last edit: 10/10/2014 12:56:36 PM)
show user profile  Nik Clark
Ah, apologies. I thought they were the same thing, but it seems it's a separate add-on.

I've never used the APEX plugin, so I have no advice, but you could try the Cloth modifier, if you run out of other options. Good luck.






read 979 times
10/10/2014 1:13:44 PM (last edit: 10/10/2014 1:13:44 PM)
show user profile  Handelo
The thing is APEX clothing has a very clear advantage over regular Cloth or mCloth - the ability (or rather requirement) to follow a Skin. And I also want to export it to Unreal later on, so there's that, too.

I managed to get the scarf to look okay with a capsule collider (literally took 2 hours to get right), but if anyone can contribute a proper solution, or at least a reason for this issue, it would still be very much appreciated.
read 961 times
10/11/2014 1:21:18 AM (last edit: 10/11/2014 1:21:18 AM)
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