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Frankie Physics (W.I.P)

Here is a progress update on my Frankie Project!

I brought her into Unreal Engine 5 and set up physics on her hair and accessories as well as cloth physics on her scarf, shawl, map, and belt straps. I then created a walk cycle to display the physics in action. I used motion capture data that I cleaned up using a combination of Motion Builder and Maya.

My next steps include setting up an animation state machine and using pose drivers to minimize clipping, primarily in the shawl. When the character moves the shawl clips into the suspenders and the back of the shoulder. I have already adjusted collisions as much as it looks natural as well as the backstop distance and radius in the cloth assets, so I think that the pose drivers would be the next step.

A special thank you to everyone who has helped throughout his project!

I then created a walk cycle to display the physics in action. I used motion capture data that I cleaned up using a combination of Motion Builder and Maya.

I imported all the assets as individual skeletal meshes to keep the setup modular and put everything together in the Character Blueprint.

I imported all the assets as individual skeletal meshes to keep the setup modular and put everything together in the Character Blueprint.

When the character moves the shawl clips into the suspenders and the back of the shoulder.

When the character moves the shawl clips into the suspenders and the back of the shoulder.

I already tested some pose drivers with the existing skeleton, and it helped a little, but not completely, so I am planning to add some more bones to the shawl for more control and try again.

I already tested some pose drivers with the existing skeleton, and it helped a little, but not completely, so I am planning to add some more bones to the shawl for more control and try again.