Cloth collision with rigged character

I’m wondering if anyone can help explain this for me.
I’m still learning my way around cloth physics and I am having a problem with my new tribal character here.
The character in question is an anthropomorphic thylacine, and he wears a loincloth that’s supposed to respond naturally to cloth physics. As I test out the rig, the flaps of the cloth collide with the character’s tail, as to be expected.
However, if I animate the tail to raise or lower or something, the cloth continues to react like the tail is in its default position, ignoring whether it has moved - therefore hanging in place or clipping through the tail! Why is this happening?
(Screenshot attached to show what I mean)

Doesn’t the animation time exceed the simulation setting time? :thinking:
Simulation time is not infinite.
Only the set time is sampled.

Make sure your armature modifier comes before the collision in the modifier list, you can drag and drop to move it

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The modifier handles for my cloth are Armature, Cloth, Subdivision and Solidify in that order. That works.
The modifier handles for the main body are Subdivision, Collision and Armature… O_O
I was NOT aware that Collision appeared in the Modifier list! Okay, I’ve moved Collision to the bottom, after Armature…
Hey, it’s working now! Thanks very much!

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Much better! :slight_smile:

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