EClark1894 opened this issue on Jan 10, 2017 ยท 55 posts
EClark1894 posted Thu, 12 January 2017 at 10:04 AM
SamTherapy posted at 10:26AM Thu, 12 January 2017 - #4294965
Thanks for the tips, guys.
I'm not averse to having a number of different versions for different renders. A half circle for draping and maybe something more wedge shaped for billowing. The rigged capes I've tried have a number of annoying things about them which made me think dynamic may be the way to go.
Here too, is something to remember about the mesh construction and polygon density. People think that because the cape will normally just be hanging down you don't need as many polygons because there's nothing for the cape to collide with. But not true. The cape will always need to collide with a. whatever's holding it up, be it a door, a coat rack, a floor or a person. b. If you use windforce, there have to be enough polygons for the "wind" to push. c. More polygons make the cape bend realistically.