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Skinned cloth simulation clipping
#1
Hi, I'm working on an Obi Skinned Cloth shirt on an animated character, with an ambient force zone around them that changes direction. Depending on the arm position and the direction of the wind, sometimes there is some clipping between the sleeves and the side of the shirt, where the wind blows the cloth under the armpit outwards, leading it to clip with the sleeves of the shirt when the character's arms are lowered. These screenshots are from my initial cloth blueprints:
https://gyazo.com/58704254eb5c6f29a9e61df98ef49c97

To be fair, some of this is because of the original mesh design, here is a screenshot of the mesh with no cloth simulation:
https://gyazo.com/2d6b14283956874ca3b4c80a751c55f7

I've had some success with increasing the mass, skin radius and backstop of the particles directly underneath the arm, which looks good when the wind is blowing towards that side of the shirt, but when the wind is in the opposite direction, the increased skin radius results in even more clipping
(wind blowing left) https://gyazo.com/24ca161db1378b6acdbd465465729193
(wind blowing right) https://gyazo.com/b70b20e0b74cc11a1f0c7dae6c1f3ee9

Any advice for what kind of parameters would allow the particles to sink into the mesh (when the wind is blowing towards that side), but restricts the particles from moving away from the mesh surface?
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Messages In This Thread
Skinned cloth simulation clipping - by jp715 - 25-02-2020, 06:12 PM
RE: Skinned cloth simulation clipping - by jp715 - 27-02-2020, 08:28 PM
RE: Skinned cloth simulation clipping - by jp715 - 02-03-2020, 09:55 PM