VirtualWorldDynamics opened this issue on Jun 14, 2015 ยท 787 posts
VirtualWorldDynamics posted Thu, 28 April 2016 at 5:36 AM
@Erwin, Excuse me, I wanted to reply you in my last message. I suppose the simulation of the shirt is good and you want to apply hair on the character and the shirt. When you make the simulation of the hair, you have to import the character and the shirt as collision objects. The shirt have free edges. The vertices placed on these edges of the mesh have normals which are computed using the average of adjacent faces. These normals are generally different of its neighbor normals. This can generate instabilities because the hair may be repelled by two normals having a great angle between them, depending on the position of the closest normal when the hair moves. There is another solution if the shirt is everywhere close to the character. Generally, the shirt is repelled at a distance of 0.2 from the character. You can apply a collision distance of 0.4 or more to the hair vertices which can collide with the shirt. In this case, you have just to import the character as collision object.
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