I have a character whose coat explodes when I run alt A Its all rigged fine but run the animation and whoosh away it goes what could be happening? Btw it has an armature from the character and a cloth sim on it. The file is too big to post here tho I’m afraid… Any suggestions?
Check your collision specs, the values may be too large and the cloth is being shoved away in the first few frames in order to meet them. Also make sure in your Cloth specs that the Repel values aren’t high, that’ll do much the same thing. Are you running the Timeline with the same frame range as your Cloth bake range? Are you baking the Cloth before playback? It’ll be easier to troubleshoot if you can answer these questions.
Couple of things from seeing the specs: Some of the values seem bit large but that depends on your model size. But the biggest issue is 1) You have your Cloth object set up as a Collision object as well; and 2) you’re using Self-Collision.
The usual method is to use a separate object as the Collision object, whatever it is the cloth is supposed to interact with. For example, an arm in a sleeve is usually the actual collision surface, not the Cloth. So the arm would need a Collision spec, and the Cloth would need Cloth Collision specs, to set how it interacts with the Collision object.
Self-Collision can produce explosions like you describe. Try turning it off and see if it helps. I use it only when absolutely necessary, and even then I grit my teeth, because it can be very cranky to use. Try using higher quality values, and varying the Distance to see if that has any effect. Sometimes jiggering the numbers is the only way to settle on a usable set of specs.
Winrar lies, or at least is sadly mistaken, I d/l’d both Othello files and they open & extract fine with 7-Zip, try that instead.
Your coat design looks good but is going to present difficulties as a cloth object even if everything is working at its best. This is because you have overlapping portions of the mesh, the cuffs & the lapels. The cloth sim isn’t robust enough to handle this kind of geometry successfully, and you’ll either have major interpenetrations (like your cuffs in the pic), or the self-collsiion option will be sending the overlaps into unpredictable deformations, like the “explosion.” Even with simple armature-weighting only, the overlaps can cause issues with meshes poking through each other.
So in general these clothing features have to be faked, sculpted or modeled in such a way as to give the same visual effect, but without fully-overlapping sections of the mesh.
Another aid to solving this kind of clothing problem is to use both armature control and cloth sim at the same time, with neither controlling the mesh 100%. You can use your cloth pinning vertex group for this. The basic rule is the higher value the cloth pinning weight, the more an armature can take control. At cloth pinning weight = 0, the mesh acts 100% under the cloth sim. At weight = 1.0, there is no cloth sim influence and the mesh can be controlled by other means like an armature. It’s quite a balancing act but can be very effective.
In the Bishop (one of the Neziņa characters under development), I let the shoulder and elbow joints of his cassock react more like cloth, but the sleeves around his biceps and forearms are more under armature control. This allows some flexing and folding of the garment where it’s most needed, but avoids a lot of the 100%-cloth problems that can arise. I plan the same for Neziņa’s buckskin tunic, with 100% armature control of the main portion that fits her figure closely, and some cloth response on the sleeves, and all- or mostly-cloth sim for the fringes.
O.k. fiddled a bit with the sleive ends so they look the same but hollow, changed to a leather pre set for the cloth and seems fine, Cheers for the help I can move onto the next character for my short based around Jethro Tull’s locomotive breath… A bigger task than I reckoned when I started it but fun anyways!
Welcome to the club! I think this is probably true of most projects, but it’s worth the effort. Glad to hear you’re getting the cloth issues squared away. Luck to you on your project, sounds interesting.
