Sporadia wrote: ↑Thu Jul 21, 2022 12:05 pm
I see a few problems. I'll start with the one that's probably breaking the export:
Don't use the scale transformation on your collision primitives. Change the size of the spheres using the properties window (when you first make the sphere, or double click on the sphere in the explorer).
The only collision primitive where it's ok to use the scale transform is the cube (according to the docs, I haven't verified this). You also can't change the proportions of the spheres like that; they need to be perfect spheres, not spheroids. You can however change the proportions of cylinders in the properties window, and like I say I don't know what works for cubes/cuboids. Supposedly for a cube you should keep the properties that it's made with, then just use the scale transform, which is the opposite of what you do for spheres and cylinders.
Second, quadrangulate your cape before you export and it will perform better in game. Cloth works best with quadrilaterals, whereas the main polymesh works best with triangles. (It's also worth knowing that faces with 5 or more vertices can mess up the ZETools exporter, so always reduce everything to triangles and quadrilaterals).
c_b_spine is an unusual choice.
c_ribcage,
c_pelvis and
c_head are what the stock models usually use for this kind of cape. Along with a c_l_thigh, c_l_calf, c_r_thigh and c_r_calf to stop it falling through the legs. (Also
c_bone_b_spine is definitely wrong, you should replace the
bone_ with
c_).
Finally, it looks like you're only enveloping the whole cape to bone_neck, which is another thing that stock models typically don't do. Conventionally, you would envelope this cape to bone_ribcage, bone_l_clavicle and bone_r_clavicle. And then you would need to set the weights (you haven't set the weights in the video, but it's also all enveloped to one bone so I understand it wasn't necessary).
The only weighting that matters for cloth is the weighting on the fixed points. But for this you would typically weight the left hand side to bone_l_clavicle, and weight the right hand side bone_r_clavicle. Then a couple of central points near the neck can be weighted to bone_ribcage. But most points can be weighted to the clavicles.
Everything else looks good.
Also I don't know if you have
weld boundary points/edges checked on the
import msh settings. It's up to you if you want to do that. But you'd have more control over how much your model deforms if you uncheck that setting, then perform a manual
weld boundary points/edges from
model > deform > polymesh then set the slider to something like 0.001. In this case it doesn't look like it matters though.