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Cool Limping Skeleton Warrior Motion Test in Unreal Engine

Alexander Kolakowski shared a glimpse of his settings.

Alexander Kolakowski showcased an impressive full-body motion test of a skeleton that has seemingly hurt its toe if its limping figure is anything to go by.

The model, created with ZBrush, Substance 3D Painter, Maya, and Unreal Engine, was brought to life using UE's Chaos Cloth tool.

"The goal was to keep things very plug-and-play with the Manny Rig with no additional bones, no additional animation blueprints, and without cloth self-collision," Kolakowski said.

He used low poly proxy geometry to represent the layers of cloth and reduce the number of simulated verts, and the secondary motion was done with Chaos Cloth at a baseline of 1 iteration per frame.

Here are the parameters the artist tweaked:

  • The Friction Coefficient by default is 0.8, this allows your cloth to drape realistically over an object, according to Kolakowski. Turn this down to 0.3 if your cloth is getting stuck on your mesh and not resetting.
  • Gravity, default is 1. Turn this down to 0.1 or lower for anything you want to appear springy or more reliably hold its shape, like the end of a belt or Goku's hairstyle.
  • Combine lower gravity with Animation Stiffness Low to .5 or higher to achieve a rigid look of the simulation.
  • Pair Animation Stiffness with Animation Damping Low to .3 or higher to soften the result. 

"Remember, a great way to achieve a stiffer look is to simply simulate fewer verts in your low poly proxy! Broader polys will mean less curvature to your cloth and will save you a decimal point or two on your ms to boot."

If you want to see more 3D art from Kolakowski, visit his ArtStation page.

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