How to parent properly two fabrics with different properties in one “object” (common language, not “Blender” meaning)? If it is one mesh, only one fabric works. One good example of the problem is braces and pants (or just braces since it can be -elastic- fabrics + metal).
How to parent them in order to make them exportable?
What format and what parameters to export them?
For example from Blender to DAZ or from Blender to Unreal Engine.
If by fabric you mean materials, you can assign two or many more, different materials to a single mesh/object.
In edit mode, you select the faces you want the material on and then in Material Properties, assign a material. Select different faces, add another material and then assign that, etc, etc.
To then use in other software, that may well require baking all those materials out to single texture(s) and then applying that in the other software. In order for that to work and likely for it to work in Blender also, the single mesh would need to be correctly UV unwrapped.
By two fabrics, I mean… two fabrics… two materials from the real world with different physical properties (Blender doesn’t help us using the word material for diffuse/color)
I other words : one mesh is not possible since cloths, simulation consider one mesh = one fabrics.
I need :
two objects with
two different physical properties
connected as if they were one object
similar to an object from the real word made with two materials, similar to (but not quite)
a bag with plastic ties and straps
clothes made with different fabrics
suspenders made of fabrics, with their clip
metal armor with leather straps
One part of the object behave like clothings, the other part is far more rigid but is supposed to behave like a child of the fabric. And that’s my problem. If I don’t connect them, one fall during simulation, but as one mesh, it will behave like cloths when it’s supposed to remain rigid.
You can make multiple settings by using the “property weights” section of cloth physics-- you use vertex groups to define cloth properties for different mesh components.
This can be a pain, but it’s the most accurate way to get two cloth simulations to interact. Otherwise, simulations are run in order: first one cloth simulation, then the other cloth simulation. The second cloth sim might react by colliding with the first cloth sim, but the first cloth sim won’t collide with the second. It’s hierarchical rather than fluid and physical.
If you can accept hierarchical relationships, there are other things you can do-- you can use a pinning group on one cloth object to hold it in position, and the rest of the cloth will work around that. So, for example, you could use a hook modifier to pull your braces to your pants, and then run cloth on the braces after this hook. But that’s just one example, there are countless ways you could use modifiers to link two meshes.
None of this should be exportable. Set up cloth physics in the engine you want to run them in instead.
Ahh, ok, yeah then well that’s going to be a lot more complex and mostly as bandages said, with various vertex groups and all that.
May even have to run 2 or more simulation passes, with one pinning the other so as not to change a previous simulation, all in all going to be a lot of fun with Blenders basically decade old simulation systems.
As for export, none of it would export as a simulation, only way to get it out of Blender would be with a baked cache format, so every vertex at every frame has it’s position recorded and then that’s just playedback in some other software. Likely a mass of data and useless for a game engine, etc.