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cheiwe2017-01-06 21:09:28
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cheiwe, 2017-01-06 21:09:28

How to make a character cape and other wearable clothes in Unity?

Tell me how to make a cape and other wearable clothes of a character in Unity3D, provided that each of the wardrobe items should be a separate independent object, and when assigned, it should qualitatively repeat the animation of the player himself (for example, the sleeves should correspond to the trajectory of the movement of the hands).
Thanks in advance to everyone who will respond and help.

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4 answer(s)
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Breathing, 2017-01-21
@cheiwe

https://docs.unity3d.com/Manual/class-cloth.html

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GavriKos, 2017-01-06
@GavriKos

The mesh of the item is bound to the corresponding bones of the skeleton. Just like the body. Regular skeletal animation.

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cheiwe, 2017-04-03
@cheiwe

Thank you colleagues! I will study.

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RiverFlow, 2020-03-26
@RiverFlow

The animation of the game cape turned out to be scarier for me than I expected (
if we don’t consider the cloth option:
The “cloak as part of the character” option with the cape bones built into it does not seem optimal in itself and is cumbersome in animation and import / export. Of course, I would like to somehow everything is separate and the swords and body kit are hooked as needed in the unit and not in the max,
but everything “shakes and flies” for me, then in the idle animation the cloak stupidly freezes in the turn of the whole character and does not follow the shoulders, then when running it works out fine, but the run-idle transition leads to incomprehensible jumps of the cape over the head "into place", then the animation of the position of the cape suddenly starts scaling and it sways more than in the animation flying through the neck and shoulders (((
Seriously, does anyone have a more or less specific and sane solution?
Tips like: "attach transform to bone in Update()" - Doesn't work, attached (

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