Steps I took:

Added a plane mesh and changed:

  1. Subdivided 20 times

  2. Added cloth simulation and pinned the edges, changed properties:
    Quality Steps: 20
    Collisions > Quality: 5

  3. Added Rigid Body, changed properties:
    Type: Passive
    Collisions > Shape: Mesh
    Collisions > Source: Base / Deform

Added a cube mesh and changed:

  1. Added Rigid Body, changed properties:
    Type: Active
    Collisions > Shape: Box
  2. 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


1 Answer 1


For the cube,add cloth not rigidbody.For the plane,add cloth and collision.Don't use rigidbody.I can't explain why clearly,but it works.

  • $\begingroup$ That would be cloth and collision interacting or cloth on cloth physics, that's not what I want tho. I would like the passive rigid body on the plane to update with the cloth physics. $\endgroup$
    – IGame4FUN
    Mar 14 at 14:43
  • $\begingroup$ I don't understand,passive means no change,but cloth is changing,what do you want? $\endgroup$
    – NatureK
    Mar 14 at 14:46
  • $\begingroup$ what I want is the effect of catching the cube on the cloth while the cube is a rigid body $\endgroup$
    – IGame4FUN
    Mar 14 at 14:53

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