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Full parachute animation


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Unity doesn't currently support PhysX cloth rendering. It might be possible later down the road, there was some mention that a later U5 version may add it, but even then it is doubtful it will happen in stock and even if it did only Nvidia card users would get it.

(Example of what I'm talking about

) Edited by Alshain
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PS : the animation should not necessarily be fluid... 5-10 frames should suffice.

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Unity doesn't currently support PhysX cloth rendering. It might be possible later down the road, there was some mention that a later U5 version may add it, but even then it is doubtful it will happen in stock and even if it did only Nvidia card users would get it.

(Example of what I'm talking about

)

Ok I see, did you think that will be possible in U5.2 ?

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PS : the animation should not necessarily be fluid... 5-10 frames should suffice.

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Ok I see, did you think that will be possible in U5.2 ?

No, they haven't added support yet in any Unity.

At a very minimum though they should stop the parachutes from clipping through one another. Claw has proven that can be done.

Edited by Alshain
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why not do the physics based rippling cloth simulation in a 3D software and bake the animation to key frames? when the chute transitions from one state to the next just blend the animation cycles like you would with a character animation?

its been forever and a decade since I last played with this sort of thing but if it was possible then why not now?

there should only be 5 loops I would think. 6 if you want a broken state.

initial release > idle flutter > semi open > fully open > landed

Increase the animation cycle speed depending on the velocity and air density.

Edited by Capt Snuggler
chose better words
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I have a review of my suggestion : Just create the model of the chute on the floor when landed. What do you think about that ?

Unfortunately, that does not account for terrain, the angle at which the spacecraft lands nor the shape of the spacecraft/nearby objects itself.

Cloth simulation would be nice, but most likely beyond the capabilities of KSP.

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