Angelouscuitry opened this issue on Dec 06, 2006 · 16 posts
pjz99 posted Wed, 06 December 2006 at 4:57 AM
It doesn't matter what's selected when you hit the cloth room, it won't affect anything other than the suggested choice when you set up a cloth simulation.
There is an option for Cloth Self-Collision, and you probably want to use that rather than picking the same item out of the hierarchy editor. That is supposed to prevent the cloth from intersecting itself.
Phil Cooke has an excellent Cloth Room tutorial with video and voice (and a lot of stuff besides):
http://www.philc.net/tutorialsIndex.htm
I don't think hide/show deformers will affect how your cloth simulation runs at all, don't worry too much about that.
It is a good idea to check GROUND (or whatever other object might be your floor) when setting things to collide against; otherwise your skirt will drop through the floor! :P
In general, cloth simulation works with single-sided objects that are one continuous plane, although that plane can be curved. I can see from the model you have that it may give you some problems in the cloth room, e.g. the belt appears to be a different composition from the skirt. I think Cloth Room can do that, by setting different dynamics for each chunk of material in your figure, but I don't know if your figure is grouped such that you can do this. I've played with dynamic cloth a lot, but I stick to single-sided planes with only one material.
If you can split the G-String out into a separate object, it will work a lot better (probably why your sim is failing is because of the G-String, from looking at it). The same goes for the belt. What this boils down to is that you probably won't end up with a single object for your clothing item, you'd have a belt and G-String that would be conforming, and a skirt that would be dynamic that would be loaded separately. You can try to leave the belt and G-String dynamic I suppose, but since they are snug against the skin there isn't really any benefit to making them dynamic.
You probably will need to set a constrained group of vertices around the hips to keep the skirt from slipping down.