Remove solidify modifier without affecting to cloth animation

Here’s what I’m trying to achieve: I make models for 3D printing and they need to be solid, without holes and gaps between the layers of cloth and body of the figure. When I have two layers, as in this case with the shirt and the vest, both shirt and vest should be solids. The problem is that when I finalise the animation and convert the shirt and vest to a mesh, the solidify modifier is confirmed. Thus creating a two layer piece of clothing. An inner and outer layer. But I want only to keep to the faces of the original creation (so the outside of the clothing) and then extrude this to the inside, so the shirt and vest each become a solid.

When I design, I create a piece with faces, then add a solidify modifier to give it thickness. Then using the cloth animation, the shirt (cloth) will smooth itself on the body (set with collision). At the right place of the animation, I then convert the shirt to a mesh. But when doing this, I loose the ability to only keep the faces on the outside. I only use the solidify modifier to keep thickness for the animation. Or can I replace the solidify modifier by setting the distance of the faces from the collision object?

I hope this is clear and it would be great if someone could suggest the best workflow to achieve my goal.

In the cut away image below you can see that the clothes create several layer, but I only need the keep the outside layer.

Here’s the piece with solidify modifier. This needs to be a solid to the centre of the mass.

Maybe disabling “Fill” checkerbox / set modifier to “Only Rim” will help you? It will anyway give you inside and outside parts, or only outside parts with an rim.

1 Like

Thanks for taking the time to read and answer my question. That’s brilliant. That does solve my problem. I just tried it and now I can indeed L select the inside and delete it.

Excellent, thanks!

1 Like