Physics And Clothing - anticto/Mutable-Documentation GitHub Wiki

Physics Assets

When merging geometry, Mutable also merges the Physics Assets. When merging, Mutable will take some properties of the Component's Reference Skeletal Mesh.

If the Physics assets to merge are complementary, i.e., no bone used for one BodySetup in a PhysicsAsset is also used for another PhysicsAsset, then no conflicts can occur and the expected physics asset will be generated.

Since it is not always possible to have complementary Physics assets, some interfacing between two Physics Assets is needed. This can be achieved by adding setups that use the same bone in different physics assets body setups. When merging setups the shapes of both setups are aggregated and properties are copied from the first body encountered for a given bone. There is no guarantee from which body setup the properties will be copied and, in general, the same properties should be set for possible setups that could be merged.

Skeletal Mesh Clothing Assets

[!WARNING] The simulation mesh is not modified. Clips, morphs... only affect the rendering mesh.

[!WARNING] Cannot extend two Mesh Sections containing clothing. At least one of them must not contain clothing.

Mutable also supports transfer of clothing simulation data to the generated Skeletal Meshes.

Clothing assets may have configurations that control some simulation properties such as iterations or subdivisions shared for all mesh sections with clothing in a skeletal mesh. These are assumed to be the same for all skeletal meshes involved in a CustomizableObject. If multiple shared configurations are found, the first one will be used.

Generated clothing simulation meshes can be visualized in the Customizable Object Editor preview.

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