I am working on a character which has a coat that has to be simulated. The problem is that the coat has a lot of details, and has an overlapping “closing system”, where one side is put on top of the other one and buttoned. so i made a low poly “proxy” of the coat without the overlapping joint (just a continuous mesh all the way around), in hope I could use it to controll the main coat using the “mesh deform” modifier. Only to find out it only works on closed meshes. Any suggestions on how to transfer/link the deformation from the “proxy” to the high res “beauty” mesh?
For the OP problem, sounds like a surface deform would work. An alternative is to simply give the physics mesh a solidify modifier with offset 0 to make it “closed” (manifold) so that a mesh deform would work. If your problem is different, we’d need some details.
Well, this is very funny! At the time I asked this question, the surface deform modifier didn’t exist, which is why I implemented it. So yep, I’m actually the author of the sdef modifier
Perhaps I should have updated this thread with that info, for people looking for it. Didn’t think this would resurface so many years later. But yeah, thanks for mentioning the solution, @bandages!