Kawaii Physics collision with two separate skeletal mesh #78
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I decided to have hair and body as separate skeletal mesh. Kawaii Physics worked perfectly fine when I had my hair as part of body mesh but I can’t figure out how to add collision so that the separate hair mesh does not penetrate body mesh. The hair mesh penetrates the body mesh because the kawaii physics of the hair skeletal mesh does not have any bones that can be used as root bones of the collision capsule/plane. In AnimGraph there is an option to add additional skeletal mesh to preview scene and I can somewhat use that to draw the collision spheres but because animBP obviously doesn’t recognise them as part of the skeleton the spheres are not linked to bones and will always stay in T-pose no matter what animation is being played. Is there any way to make this work using Kawaii Physics? Any ideas would be very much appreciated. Thank you in advance! |
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I also have a separate skmesh for hair, but mine has dummy bones that track the head/shoulders etc of the player. Took the idea from the ue5 valley of the ancient demo character setup.
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On Dec 19, 2022, at 11:58 PM, unreal0924 ***@***.***> wrote:
I decided to have hair and body as separate skeletal mesh. Kawaii Physics worked perfectly fine when I had my hair as part of body mesh but I can’t figure out how to add collision so that the separate hair mesh does not penetrate body mesh. The hair mesh penetrates the body mesh because the kawaii physics of the hair skeletal mesh does not have any bones that can be used as root bones of the collision capsule/plane. In AnimGraph there is an option to add additional skeletal mesh to preview scene and I can somewhat use that to draw the collision spheres but because animBP obviously doesn’t recognise them as part of the skeleton the spheres are not linked to bones and will always stay in T-pose no matter what animation is being played. Is there any way to make this work using Kawaii Physics? Any ideas would be very much appreciated. Thank you in advance!
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Hey unreal0924, This thread will be closed, so please continue here |
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Hey unreal0924,
You posted the same question in the issue and discussion, right? This is not very good, and I recommend avoiding it in the future.
This thread will be closed, so please continue here
#7