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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?

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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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    $\begingroup$ I'll try this! Seems like a pretty effective solution if I bind the whole object to the leg bones $\endgroup$ Commented May 14, 2016 at 12:35
  • $\begingroup$ I'd love to know how it works out! $\endgroup$
    – Matt
    Commented May 16, 2016 at 13:00

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