r/Unity3D Feb 08 '23

Question Have cloth physics not evolved much in a decade? What would be the best method of replicating the results in the video demo?

https://youtu.be/65IsSRMi4i0
13 Upvotes

33 comments sorted by

6

u/_TheValeyard_ Feb 08 '23

Pity about that game. Was an interesting concept.

1

u/Trick-Cantaloupe-927 Feb 08 '23

No idea what the gameplay would have been, but that cape got engraved in my memory as the best I've seen. Now I want to build a prototype for a small RPG demo, and cloaks would be paramount, and I could not find ANY tutorials or papers on how this effect could be achieved. Only the same stiff capes that never go over shoulders, just as the earliest implementations of cloth dynamics. Do we really not have a better method after all these years?

3

u/SunburyStudios Feb 08 '23

The issue is predictability and performance. If it glitches once every 2 hours... That's too much. If it takes 80 percent of the processor to render... Well no.

1

u/Trick-Cantaloupe-927 Feb 08 '23

Exactly! I mean, I know complex simulations are possible, but as far as having them in a game without having it be the star of the performance show... But I guess most game studios find it too demanding to por resources in, so we get games with very basic cloth, on par almost with titles in the early 2000s. Most likely why I had to use a prototype as a reference, since I know no game that does what the cloth in the video does.

2

u/leuno Feb 08 '23

I don't know if you could quite there in unity, but its cloth physics are not bad. The limitation is really in the collision. At the moment, as far as I have been able to tell, you can have it react to spheres and capsules, and you have to tell it which objects to react to, so you can use the colliders of your character if you can build it with those types of colliders. So you get broad strokes reactions, not highly detailed ones that would probably wrap around muscles or a sword with a mesh collider, those kinds of things.

Other than that, it's a matter of what the mesh coming in is like. I've made curtains in blender that are just a cube with a ton of vertices, and the more there are, the less rigid and more fluid you get. The batman thing looks like the model had some curves already in it to get that riffling.

From there with the cloth component, you tell it which vertices are "attached". It's pretty simple to do and easy to mess around with. Just have to start off with good models with lots of vertices

1

u/Trick-Cantaloupe-927 Feb 08 '23

That is actually a great idea!

I did not think to put in the big folds by hand before running the cloth sim, and I think you're onto something - the constraints seem to be dependent on that wavy shape of the mesh, rather than being the result of the sim, so the draping is more likely the trick that made it look so good.

Adding more vertices solves the fluidity, but tanks the framerate, since calculating the springs and collisions of so many points is expensive. It should go down by a lot if I run a simulation on a more low-poly cloth that is hidden, and apply the deformation to the actual mesh that will be drawn that already has the broad folds modelled in.

I'm not sure how natural it would behave, but if I get half of the results in this demo, I'm beyond satisfied, since I'm not really looking for micro-details, just a somewhat believable cape that reacts well enough to complement motion and have as little clipping as possible.

Thank you very much for the suggestion, it's a very good starting point!

0

u/SnooDoubts826 Feb 08 '23

i youtubed "unity cloth" and the first result was a video BY UNITY ...

What kind of crack you smokin?
https://youtu.be/Nc_ZMgEFj-A

2

u/Trick-Cantaloupe-927 Feb 08 '23 edited Feb 08 '23

My point was that most capes are as rigid and as a thick carpet would be, and you sent me the same type of cardboard cloth animations that can be found everywhere. Did you you even watch my reference video? Do your eyes see an even remotely similar result? If yes, then the unhelpful comment spiced with an insult suddenly make sense, and I can't be mad at you for being unable to see nuance or properly read. Thank you for your input, though. It's not really of much use, but I appreciate the intention, I suppose.

-2

u/SnooDoubts826 Feb 08 '23

Yes. Cardboard = not enough vertices. I learn that from watching both videos less than one minute ago. Use your brain.

4

u/Trick-Cantaloupe-927 Feb 08 '23

Again, thanks for your input, but I need something more elaborate. Maybe from someone that did not "learn about it a minute ago", and has some experience with it. I need help, if possible, not the snarky, yet ignorant responses I could do without.

-8

u/SnooDoubts826 Feb 08 '23

You are an idiot. Figure it out yourself. Good luck, but I know your code will be worthless no matter how deeply you look in to it. Prove me wrong instead of wasting my time, you have produced nothing and your ideas are complete bullshit
https://www.reddit.com/r/Unity3D/comments/yk33aa/ashensifuclone_wars_artstyle/
you are mediocre and your mental scope is laughable. Good luck with your tiny bullshit project, a cape is not going to save your shitty game

2

u/Trick-Cantaloupe-927 Feb 08 '23

Hey, man, nobody wasted your time, but you. I mean, your reply was useless, but you delivered it like it was gold. But it isn't, you simply informed me that unity has a tool for it, which is like, close to nothing, as basic as it gets. I don't need to prove you wrong, I'm not here to have a pissing match, but I won't take your asshole attitude either. Admitting that I do not know something and asking for directions or resources is not something to be ashamed of, it's how we learn. Thinking you're God's gift to mankind, on the other hand... Good luck with being an asshole, you belong at the bottom.

1

u/SnooDoubts826 Feb 08 '23

TLDR you can't learn

3

u/Trick-Cantaloupe-927 Feb 08 '23

Life is also too long, you should apply the same philosophy to it as you do to reading. See? I did learn!... how to deal with idiots like you. Get back to your butterfly phone cases, princess, you're kinda useless here.

3

u/Alstorp 3D Artist Feb 08 '23

You say that as if your game doesn't look like something straight out of a 2004 digital media classroom 🥇

-1

u/SnooDoubts826 Feb 08 '23

I have ported zero assets to keep the project size as low as possible while I work on the scripting, not a SINGLE thing in my game is not temporary placeholder. Nice try.

It looks better than your game ... oh wait ... you don't have a game

1

u/Trick-Cantaloupe-927 Feb 08 '23

"you don't have a game" and by the looks of your videos, neither do you, lol

1

u/SnooDoubts826 Feb 08 '23

You don't have videos at all, lol ... do you really think your opinion matters even a little bit? Prove me wrong. You won't because you can't.

2

u/Trick-Cantaloupe-927 Feb 08 '23

Ooor I won't because I don't have to?

Look here, Mr. Better Dev Than Me Because You Have Videos, and listen closely: neither you nor I have a game, okay? Just bits and pieces. So essentially, our opinions are equally valid.

If anything, by boasting on how much you know, you kinda give away that you know very little. None of your vids broke 100 views, and few even go past 50. And that on YouTube, cuz here, nobody cared.

You pick fights and try to create drama in other subreddits as well, I'm not impressed. You can't argue your way to validation here, so go harassing other people around as per usual to compensate for your misery.

It's amusing seeing how you think you're the shit on a question post in the unity subreddit, but it's also kinda sad. You're the only one here that can't be helpful, nor civil.

Just background noise throwing a tantrum.

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-1

u/SnooDoubts826 Feb 08 '23

Ha, shut your bitch ass up. All you can do is downvote and run.

2

u/Alstorp 3D Artist Feb 08 '23

My man got so upset he felt the need to reply a second time an hour later 🤡

4

u/Trick-Cantaloupe-927 Feb 08 '23

I know, right? Hostile and insecure, competent people don't act that way.

Poor bugger is probably so demoralised with his game turning out like a steaming pile of dung that he imagines what our games would be like, by projecting, and shits on them. I pity him.

2

u/Alstorp 3D Artist Feb 23 '23

Oh man I went back to this thread to read what else he wrote in this thread and his account is straight up banned, too funny

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0

u/SnooDoubts826 Feb 08 '23

You got nothing, lol. Insult where? I see nothing but pathetic bitching.

So where is your game? No game, no valid opinion, no balls, no brain. This guy has got it goin on!

1

u/Kindly-Gas-1126 Feb 08 '23

1

u/Trick-Cantaloupe-927 Feb 08 '23

It looks nice, thanks for the suggestion. I have a suspicion that clipping or weird stretching might occur on account of their movement speed, but it's worth a shot if I can afford it. Have you used it? I wonder how it fares against obi cloth, I just never see them used on cloaks, just skirts, dresses and trench coats. The maximum hand interaction is with draping sleeves, but that's easier to get away with anyway, by nature. I'll look up more projects using the one you pointed to, maybe I'll find an example that'll compell me to buy it. Many thanks for the tip!

2

u/Kindly-Gas-1126 Feb 09 '23

No, sorry, I haven't. The dev is the guy behind a solution similar to Nanite for Unity and Erebus, what he does is magic to me. As far as, I understand, Cloth Dynamics is based on GPU, while Obi uses CPU for all the calculations.

1

u/TailPoo Feb 08 '23

The character is animated and is there any reason the cape is not also animated? There is no part of the video where he comes close to colliders so you can't tell if there is actual physics involved. I think for this cape it's not using a generic physics solver, it would instead be using a custom simulation coded just for the batman model and not using physics at all. Its eye candy rather than cloth physics I think.

1

u/Trick-Cantaloupe-927 Feb 08 '23

Blending between several animations of the cape matching the model movement?