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Is it possible to have a cloth simulation inside of an armature?

The head on the left doesnt have an armature

The head on the right has an armature but now the hair wont simulate. I think the vertex group that holds the hair to the bone is messing with the simulation

any advice?

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There should be no problem with such setup. Follow this to make sure everything is fine:

  1. Mesh is bind to the armature with weight paint:

    enter image description here

    Here the whole plane is fully weighted to the bone.

  2. Create a new vertex group for pinning. Here I pinned 2 corner vertices:

    enter image description here

  3. Use this pinning group for cloth simulation. Also make sure the cloth simulation is after armature deform in modifiers so it takes as input the posed mesh:

    enter image description here

    enter image description here

  4. Now the simulation works on top of armature as expected:

    enter image description here

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  • $\begingroup$ As simple as moving the modifier up the stack, thxs $\endgroup$ – eromod May 10 '16 at 0:12
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Things to start with :

  • Remove the armature modifier from the hair.
  • Control the hair using constraints ( copy rotation/location from the bone or the head ) you 'll have to change the origins to achieve good results.
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