Hi. I recently discovered the cloth physics modifier, and realised that that was just what I wanted for my video.
I decided to make a cape for my main character, but first I went to an old Minecraft save I made just to try it out.
If the cape is just two dimensional (a subdivided plane), it works just fine. However, I wish to texture the final version and so it has to be three dimensional.
The problem is that, after extruding the cape to make it 3d, the program now see’s the mesh more like a baloon than a cape that still has some strength to hold it together.
Before simulation: http://i1264.photobucket.com/albums/jj498/coolyellow/Test1.png
10 frames in: http://i1264.photobucket.com/albums/jj498/coolyellow/Test2.png
After it falls down fully, it behaves okay.
I tried connecting the duplicated vertices with an edge (so that it makes a sort of 3d grid, but with surfaces on the outsides only), but this still gave some small, unwanted results.
Is there any other way I can achieve the effect of the depth of the cape staying somewhat constant while the simulation runs?