08-15-2019, 10:52 AM
(This post was last modified: 08-15-2019, 11:39 AM by mikeenginehouse.)
Hi all, I'm attempting to get a robust cloth solution for character clothing but running into a few issues. I've attached the scene which has a basic setup and some issues. I'll run through some observations and what the problems are and what I've tried.
Once the shape has been converted to cloth, the object bind works really really well as a skinwrap deform. This does the majority of the work that I need.
I've used the material ID test to determine whether the cloth will follow the object bind or whether it goes to the standard cloth sim.
I've needed to turn the samples to 1/8 frame in order to get more stable results (I guess this is because of the fast-ish movement?).
I still get intersections of the cloth geometry which ends up inside the collision mesh, I've tried subdividing the mesh and also increasing the frame samples to 32 which is better but really slow and seems a bit excessive for this which isn't really fast movement?
The stretch on the cloth still gets really out of hand between the particles that have the object bind and the ones that remain in the main cloth event which leads to the main cloth particles ending up in very odd places.
I've tried slowing the particles with the Slow operator.
I've tried adjusting the cloth and collision settings which will affect the cloth behaviour
I've tried adding additional particle bindings which has very little affect.
I'm hoping there's a way to either relax particle positions if tension becomes too high or somehow try to retain the particles original state / bind relationships?
The problem areas are unsurprisingly the inside of joints.
Thank you in advance, and should go without saying this plugin is unbelievably impressive, thank you!
attached another test which gets closer in some ways but further in others. This time using the object bind but with object bind friction set lower than 100%. This way there's nice fake collisions with the skinned character and the cloth compresses where it should. However when the verts become close to a different part of the skinned character they stick to a different bit, kind of like the clothes are made of chewing gum. Perhaps there's a way I can combined the two systems so the 100% object bound event is always the target and some test operators measure if the cloth is travelling quickly it will do full cloth sim until it's slow enough to return to it's position. Also if there's a test for how compressed the verts are based on their original frame as a reference point. So if an area becomes creased over a certain threshold it will have self collisions until the particles are relaxed again?
Once the shape has been converted to cloth, the object bind works really really well as a skinwrap deform. This does the majority of the work that I need.
I've used the material ID test to determine whether the cloth will follow the object bind or whether it goes to the standard cloth sim.
I've needed to turn the samples to 1/8 frame in order to get more stable results (I guess this is because of the fast-ish movement?).
I still get intersections of the cloth geometry which ends up inside the collision mesh, I've tried subdividing the mesh and also increasing the frame samples to 32 which is better but really slow and seems a bit excessive for this which isn't really fast movement?
The stretch on the cloth still gets really out of hand between the particles that have the object bind and the ones that remain in the main cloth event which leads to the main cloth particles ending up in very odd places.
I've tried slowing the particles with the Slow operator.
I've tried adjusting the cloth and collision settings which will affect the cloth behaviour
I've tried adding additional particle bindings which has very little affect.
I'm hoping there's a way to either relax particle positions if tension becomes too high or somehow try to retain the particles original state / bind relationships?
The problem areas are unsurprisingly the inside of joints.
Thank you in advance, and should go without saying this plugin is unbelievably impressive, thank you!
attached another test which gets closer in some ways but further in others. This time using the object bind but with object bind friction set lower than 100%. This way there's nice fake collisions with the skinned character and the cloth compresses where it should. However when the verts become close to a different part of the skinned character they stick to a different bit, kind of like the clothes are made of chewing gum. Perhaps there's a way I can combined the two systems so the 100% object bound event is always the target and some test operators measure if the cloth is travelling quickly it will do full cloth sim until it's slow enough to return to it's position. Also if there's a test for how compressed the verts are based on their original frame as a reference point. So if an area becomes creased over a certain threshold it will have self collisions until the particles are relaxed again?