I have a standard male figure that I have rigged using Genoma. The figure is animated and is using Kinematic bullet physics with shape set to mesh.
I have a "cloth" object (a cape) using Deform dynamics.
When I calculate the dynamics for the animation, the dynamics outline of the kinematic animated body doesn't change at all from the frame 1 T pose, i.e. the figure is animated to jump and move, but the dynamics outline is maintaining the initial T pose vertice outline and only moves in x,y,z space. The dynamics outline doesn't bend or change shape at all with the animated figure.
The manual and other sources here say that kinematic dynamics are used for animated objects, but instead, it's acting like a rigid body as far as the dynamics goes.
For whatever reason, the kinematic dynamics aren't following the movement of the mesh at all. As a result, it looks like a statue in the T position moving around in space and the deforming object (the cape) is acting like that's what it is.
The kinematic dynamics are not actually following the mesh.
What am I doing wrong here?
Thanks in advance for any suggestions!
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