Cloth Simulation in Regards to Character Animation

I know this question might have been asked before (and has). But I’ve noticed most of the threads I’ve read are old. So I’m going to ask for the sake of it being 2.79. Has cloth pinning for character animation changed at all?

I’m asking this because I want to pin this skirt onto the mesh underneath it so it can move when I pose the legs. There’s some other things I want to give some similar physics to, but this is the big one.

Not really, it hasn’t changed.

If you parent the skirt to the armature and select “automatic weights”, then add another vertex group called something like “pin” - this should be the vertexes of the waist and belt - and set this to the “pin” in your cloth sim. make sure the cloth mod is below the armature mod in the modifier stack.

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So if I were to do this, would it be wise to make a new bone and then parent it to the rig? Or would the waist bone be sufficient?

No - don’t make a new bone. The waist is flexible. It should be attached to the base bone of the spine, plus the top of the two leg bones.

First of all, parent the skirt to the rig and concentrate on making it move with the rest of the character without clipping. When you’re happy with it, add a new vertex group for pinning the skirt, and add the cloth sim.

Okay, I tried it, but I’m not seeing any cloth dynamics visible. This is what I’m getting after I followed your directions:
0001.png0000-0025.avi (4.2 MB)

I have the belt pinned to the figure but this ends up happening. How can I fix this?

EDIT: Never mind, I had to add the vertexes on the very edge of the skirt to fix it.