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Hello, I'm developing a multiplayer RP game called ORYO on UE5 and we're using Kawaii for all of our character secondary motion stuff and its great. We have customizable characters with lots of layered clothing options available. Because of that I opted into making a master rig that includes all the possible bones that the different hair/clothing components can share and utilize.
Everything was going great until I got into implementing long skirts. I've struggled a bit with shorter skirts but I managed to get them moving nice without any visible weirdness. With longer skirts however, it proved to be much much more difficult. So far I've tried reparenting skirt bones, using constraints/drivers, the new sync bones feature of kawaii, and a combination of all of these. What ever I tried I couldn't get a setup that looks consistent and nice on a variety of poses and animations.
I'm going crazy trying to come up with a solution for the past week now. I don't want to do cloth physics because they're too expensive for my use case. The end result I want to achieve is basically how long skirts move in Elden Ring.
So does anyone have any solutions or resources regarding the leg penetration problem? Right now I'm getting into setting up a control rig to offset skirt bones in a sensible way before kawaii simulates them.
By the way, I noticed that if you set up constraints and drivers to the skirt bones right before kawaii and then set up sync bones to also influence those bones, there will sometimes be weird teleportations when sync bone influence reaches 0 and kicks back in again. I only observed this when I limit sync bones' influences to positive or negative. When set to "both" nothing teleports because the influence is never fully 0 I think.
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Hello, I'm developing a multiplayer RP game called ORYO on UE5 and we're using Kawaii for all of our character secondary motion stuff and its great. We have customizable characters with lots of layered clothing options available. Because of that I opted into making a master rig that includes all the possible bones that the different hair/clothing components can share and utilize.

Everything was going great until I got into implementing long skirts. I've struggled a bit with shorter skirts but I managed to get them moving nice without any visible weirdness. With longer skirts however, it proved to be much much more difficult. So far I've tried reparenting skirt bones, using constraints/drivers, the new sync bones feature of kawaii, and a combination of all of these. What ever I tried I couldn't get a setup that looks consistent and nice on a variety of poses and animations.
I'm going crazy trying to come up with a solution for the past week now. I don't want to do cloth physics because they're too expensive for my use case. The end result I want to achieve is basically how long skirts move in Elden Ring.
So does anyone have any solutions or resources regarding the leg penetration problem? Right now I'm getting into setting up a control rig to offset skirt bones in a sensible way before kawaii simulates them.
By the way, I noticed that if you set up constraints and drivers to the skirt bones right before kawaii and then set up sync bones to also influence those bones, there will sometimes be weird teleportations when sync bone influence reaches 0 and kicks back in again. I only observed this when I limit sync bones' influences to positive or negative. When set to "both" nothing teleports because the influence is never fully 0 I think.
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