Hello everybody,
I have been working with Sim Cloth with some success ( I have a human model with a hooded robe + cape outfit which is working relatively well in Sim Cloth) however it is only working well because the geometry resolution of the fabric is relatively low (as is the invisible model used for bounding information). While it is working pretty serviceably as is, I was trying to use the split-patch plug-in to make the fabric more complicated. Of course upon doing this, the simulation times became very slow, which isn't so bad, but now also the number of collisions is in the tens of thousands and often the simulation now becomes unsolvable even with a good deal of tweaking when it comes to the variables, # of steps, etc..
Here is my thought.
Is there some way to simulate the cloth with these serviceable low-res meshes first... bake the muscle animation.... subdivide the mesh (with split-patch), and then run another cloth simulation where the newly created subdivisions are dragged along by the baked muscle motion of the low-res part of the mesh.
This would drastically improve the results (over the low-res method)… And because you could pretty much ignore all collision data on this second run without a too serious drop in quality, the overall speed of running both simulations would be an improvement. More importantly, it is easier to control, manage, re-adjust, and manipulate the low res-version.
However, whenever I try to make this happen, I can't seem to get muscle animations to drive a Cloth Simulation.
The two simply don't seem to mix. It seems like it would be possible too, since there are group settings labeled “attached” that seem related to my current quest. But haven’t been able to make it work.
Does anyone have any insight on this matter?
Thanks,
FilmReal
P.S. For some reason I couldn't post on the Cloth board, is that board discontinued?