I've modelled a very basic tshirt:
Fully modelled (no stitching), large enough and spaced far enough to not be colliding with a collision body in initial state. Upon playing the timeline the tshirt moves down very slightly (like very minute almost like a frame glitch) in Z and nothing happens, it doesn't respond to gravity, it doesn't crumple, nothing. Ive tried:
- Applying scale and rotation, even all transforms on both tshirt and body meshes.
- As the quads in the mesh are very basic at the moment and large I tried subdiving 8 times until the quads were small, no difference.
- Checked gravity is on in the main Blender settings, it was off but switching it back on makes no difference. Changing gravity intensity or direction does nothing.
- Even deleted the body mesh, the tshirt reacts the same exact way upon playing the timeline.
- Recalculated normals on the tshirt and checked the body, all normals are correct and pointing outward.
- Checked the vertices of the tshirt, there are no duplicates or unstitched vertices, no mirror modifier is active on it, it is one complete mesh.
- Changed cloth settings under stiffness and damping, set them to high and low values (zero), no difference.
- Increased cloth quality steps, no difference.
- Enabled and disabled springs, no change.
- Collision quality higher.
- Object collisions distance to the lowest 0.001.
- Enabled and disabled self collisions.
- Changed the vertex masses to numerous numbers, makes no difference.
The only modifier on the tshirt is the cloth one. I really don't know what else to do.
I did try the cloth as panels initially then relying on stitching first but it doesn't work well and still had the issue of it not responding to gravity.
This is a very basic sim, if it ever works I'll need to subdivide it a lot and animate collisions with it (upper arms) to blend with a live plate.