I've got a thick cloth simulation, with a cage that is simulated, then solidified, and my original model (With armature deformation) is mesh-deformed to the simulated cloth. This works perfectly, but I need the simulated cloth to avoid colliding with the legs of the character, but if I add a collision modifier/physics to the original model, the simulated cloth collides with the jacket that's copying its deformation, so it goes haywire!

Here's the base pose: enter image description here

Here's what it looks like with the simulation running: enter image description here

And here's the clipping that I'm trying to get rid of: enter image description here

Can I choose to ignore certain vertex groups in cloth collisions, between objects?


Instead of trying to selectively ignore vertices, just add some collision objects that follow the legs. Create some super simple ellipsoid colliders that are parented to his thighs, knees, and/or calves and make them more-or-less the same size as the legs.

Bob's your uncle.

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  • 1
    $\begingroup$ I'll try this! Seems like a pretty effective solution if I bind the whole object to the leg bones $\endgroup$ – Local Crab Enthusiast May 14 '16 at 12:35
  • $\begingroup$ I'd love to know how it works out! $\endgroup$ – Matt May 16 '16 at 13:00

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