Steps I took:
Added a plane mesh and changed:
Subdivided 20 times
Added cloth simulation and pinned the edges, changed properties:
Quality Steps: 20
Collisions > Quality: 5Added Rigid Body, changed properties:
Type: Passive
Collisions > Shape: Mesh
Collisions > Source: Base / Deform
Added a cube mesh and changed:
- Added Rigid Body, changed properties:
Type: Active
Collisions > Shape: Box - Added Collision
Result: The rigid body on the plane mesh seemed to ignore the cloth physics and just remained static.
Side note: The cloth physics are broken when rendering if not baked.
.blend file: https://drive.google.com/file/d/130IBYfo-6UWzC49Tv1sWqllsuR-7PRgA/view?usp=sharing
Someone asked for the file