Collisions
One issue we run into with the deformer graph workflow is that morph targets as well as deformer graphs execute entirely on the GPU, so they have no impact on character collisions, which are handled on the CPU. This can create bad clipping issues unless collisions are handled appropriately.
There's two primary ways to ensure your cloth asset collisions follow applied morph shapes:
•Using a kinematic collider in the Cloth asset data flow graph
•Applying an additive pose with our morph targets, to ensure bones in the character rig match as closely as possible with the new morph shape
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