I am referring to CC characters for all my wishful features here. Capsual collision shapes that can be scaled to different sizes at the top and bottom? Maybe even scaled differently between x and y? Thicker on x than y or thicker on y than x.
Or if that cant be done then even collision shapes that just fit the body better. For example the legs thigh is generally thicker near the hip and thinner near the knee. So if the Capsual collision was also thicker at the top and thinner at the bottom then it would help cloth flow without having to use 2 or 3 collision shapes on the thigh
Just another thought. Or is it possible to set a limited number of the vertices on the characters body to act as collision shapes? Then we can get rid of the current collision shapes altogether? To my understanding the vertices on CC characters have specific ID's so the morphing sliders know which vertices to move. If that is the case then could some of those ID's be used to specify which body vertices are used as collision shapes from the body itself. That way not every vertice on the body has to be used. I think it would also mean that modifying collision shapes to suit the modified shape on a character would no longer be needed because if the bodies vertices were used as collision points then the collisions would be automatically set to whatever shape the body has been made to
What if the materials had a specific ID tag # (do they already?), and you could set an object to bound against a material ID #?
This would be like in Audio recording where you assign a 'Cut channel id #' so that one sound instantly silences out another sound.
will2power71
I agree. Using Spheres is just not well thought out when the human body isn't shaped like a sphere. I had used these a long time ago and they're really low poly but they are shaped much closer to what a human figure collision shape should be. Something like this gives us collision shapes that are much easier to work with.