I want to raise a long time issue that I’m honestly surprised still hasn’t been properly addressed: character collision shapes. Overall, but particularly around the shins.
Long skirts, robes, dresses… Almost anything that goes past the shins consistently run into collision problems. It does this weird thing where the cloth goes into the foot then drags along for the remainder of the animation( even with fat collision shapes).
Long garments are extremely common, yet every single clothing asset I’ve seen that goes below the shins appears to suffer from the same collision limitations. This has been the case for a very long time now, and it doesn’t reflect well on a platform that is aiming to lead in real-time character creation and animation.
So I have two direct questions:
1.Is Reallusion actively planning to improve or redesign collision shapes?
2.Has anyone in the community actually found a reliable workaround for this?
At this point, I’m genuinely open to the possibility that I’m missing something, but if there is a proper solution, it certainly isn’t obvious or well documented.
Even the skirts Reallusion themselves make make sure not to go below the shins. I wonder why.
If this is a known technical limitation, some transparency would be appreciated. And if a fix is planned, even a rough timeline would go a long way. Collision accuracy is fundamental, and issues like this significantly impact the quality and credibility of character assets created on the platform.
I’m posting this not just as criticism, but in the hope of getting clarity either from Reallusion or from experienced users who may have figured out a way to circumvent this problem.
Looking forward to hearing some concrete answers.
This is a very long standing issue and it has been raised for years from time to time. The issue at hand is not just collision shapes.
It’s an entire real-time cloth physics engine, which is quite old and I do not really see anything which can be presently used to substitute it. For the feature of such magnitude RL usually so not spare time to develop in house and rely on third party tools/API integration (maybe AI is the answer for future integration?).
Given all that, it is still possible to have long garments to properly simulate with acceptable quality. I have given a lot of tips and examples on this and legacy forums.
On the other hand you posted in CC forum and I assume this is where you are looking to simulate garments. So check THIS post where I demonstrated a clip and explained (in a few posts above it) why Character Creator is not suited to run cloth simulation and iClone is the only way.
Also check this old post in legacy forum: Cloth streteching issue
I’ll check it out. Thanks!
Please be sure to also post any requested improvements in the Feedback Tracker. The tracker is monitored directly by the dev teams and is the best way to get improvements considered and implemented. Thanks.