The character moves forward and lifts its arms up underneath the cloth. A circular cloth with a hole for the head is constrained to the head piece.
I'm trying to do something which I think is much simpler, and I'm having all kinds of problems with it. It is very helpful, but I am amazed at how well it works in the video. Anywho, any help you have would be much appreciated.Hi, So I recently watched this tutorial [ on cloth simulation set up. I’ve tried doing a lot of Googling, but I’ve using just enough keywords to get a bunch of things that don’t apply to what I’m doing.
I’m not sure what the most efficient path is to get back on track. I played around with the sub sampling, the expert dynamics settings under the project settings panel. The shirt won’t get the spikes when self-collision is off, but then the shirt goes into itself. However, my geometry goes nuts when I have self-collision on spikey shards shoot out of the surface when I press play. I chose the Cloth Tag as the driver of the animation. Your recent tutorial about triggering cloth animations is the look I’m trying to achieve and seems straight forward. I have experimented with x-particles (xpCloth tag), soft body tag, and cloth tag, along with adding thickness via Cloth Surface and xpSurface. I’m trying to send sexy ripples along the surface of a shirt, like turbulence, ideally without the world position of the shirt changing via any forces. I was hoping to receive some advice or get pointed into the right direction with solving some cloth animation issues I’ve been having. I recently came across your soft body dynamic videos, highly beneficial. Hi EJ! Thank you for all the work you put into these comprehensive tutorials.