Offsetting the Axis of the Angle Limit? #161
W-I-Z-Z
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Ideas - 要望・アイデア
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先ずは、素晴らしいな物理プラグインの開発をおめでとうございます!感謝しています!
The way things move with Kawaii Physics is really beautiful and lightweight and the setup is really quite easy within Unreal Engine.
However, when setting up long skirts or capes where it is not possible to use a large number of joints, it seem difficult to avoid penetration with the body mesh underneath. Body collider sometimes goes thru between joint chains.
What I reckon could be a way to solve such case would be to OFFSET the axis of the LimitAngle.
For example, even if setting up the skirt joints to move with the leg to avoid major penetration, when applying Kawaii Physics afterward penetration still happens unless the LimitAngle is really narrow. But then it makes the skirt very rigid.
If it was possible to OFFSET the axis of the LimitAngle, we could set it up so that the skirt joints can only move away from the leg and not towards the leg.
The attached image shows a idea of how it would be like (Rigth picture).

The red segment in the middle of the LimitAngle is the central axis of the cone angle (after offset)
是非、ご検討ください。
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