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Tutorial Skirt en
This tutorial explains how to set up skirt physics.
- Completed Quick Start
- SkeletalMesh with skirt bones
Compared to hair, skirts have these challenges:
- Multiple bone chains - Multiple chains around the skirt
- Leg penetration - Legs easily penetrate the skirt during walking
- Bone distance - Adjacent chains may separate too much
First, set up one bone chain.
| Parameter | Reference | Description |
|---|---|---|
| Damping | 0.2-0.3 | Moderate damping |
| Stiffness | 0.1-0.2 | Shape retention |
| World Damping Location | 0.7-0.9 | Stability during movement |
| World Damping Rotation | 0.7-0.9 | Stability during rotation |
| Limit Angle | 45-90 | Allow larger sway |
| Gravity | (0, 0, -0.3) | Light gravity |
If the skirt has multiple bone chains:
-
Method 1: Multiple KawaiiPhysics nodes
- Use separate nodes for each chain
- Can adjust settings individually
-
Method 2: Single node for multiple chains
- Set common parent bone as Root Bone
- All chains operate with same settings
To prevent adjacent bone chains from separating too much, use Bone Constraint.
Note: Promoted to Production Ready in v1.19.
- Open Bone Constraints section
- Add bone pairs
-
Bone1: Left side bone (e.g.,
skirt_L_01) -
Bone2: Right side bone (e.g.,
skirt_R_01)
-
Bone1: Left side bone (e.g.,
- Similarly, add adjacent bone pairs
| Parameter | Reference |
|---|---|
| Global Compliance Type | Soft |
| Constraint Iteration Count (Before) | 1-2 |
| Constraint Iteration Count (After) | 1-2 |
- May increase processing load
- Use DataAsset to share settings across multiple AnimBPs
- Supports regex-based bone configuration
Added in v1.20
Sync Bone is a feature that synchronizes skirt bones with the movement of reference bones (such as legs). This allows you to implement penetration countermeasures that previously required ControlRig or PoseDriver, all within the KawaiiPhysics node.
Applies the displacement from reference pose of the source bone (Source Bone) to the target bones (Target Bones).
- Open Sync Bones section
-
Source Bone: Set the reference bone (e.g.,
thigh_L) - Target Bones: Set the skirt bones to be affected
- Distance / Ratio / Amount: Configure movement adjustment parameters
- Skirt rises when leg is lifted
- Skirt follows leg movement during walking
- No additional ControlRig or PoseDriver setup required
- Self-contained within KawaiiPhysics node
- Naturally integrates with physics simulation
Prevent legs from penetrating the skirt during walking.
Tip: Combining with the Sync Bone feature added in v1.20 provides more natural results.
Capsule Limits are suitable for legs.
- Add Capsule Limits
- Set Driving Bone to thigh bone (e.g.,
thigh_L) - Adjust capsule position with Offset
- Adjust capsule thickness with Radius
- Adjust capsule length with Length
- Set up similarly for the other leg
To cover entire legs:
- Thigh capsules (left and right)
- Knee to calf capsules (left and right)
Skirts with folds need to maintain their shape.
- Higher Stiffness (0.2-0.3)
- Smaller Limit Angle (30-45)
Flowing skirts express soft movement.
- Lower Stiffness (0.05-0.1)
- Lower Damping (0.1-0.2)
- Larger Limit Angle (60-90)
Express different movement at waist vs hem.
Stiffness Curve Data:
- X=0.0 (waist): Y=1.0
- X=1.0 (hem): Y=0.3
Radius Curve Data:
- X=0.0 (waist): Y=1.0
- X=1.0 (hem): Y=0.5
- Increase World Damping
- Decrease Limit Angle
- Check Teleport Distance Threshold
- Add Capsule Limits
- Increase collision Radius
- Cover entire legs with multiple collisions
- Set up Bone Constraint
- Add adjacent bone pairs
- Lower Constraint Iteration Count
- Reduce number of collisions
- Disable Update Physics Settings In Game
- Parameter Reference - All parameter details
- FAQ - Frequently asked questions
- Hair Setup
- Accessories Setup