5

First, apply the Scale and Rotation to all objects (Ctrl+A in Object mode). It's important for the physics simulation. Applying the Location is also a good idea for rigid body simulations. Except here for the weight object which goes crazy if you do so. Applying the Location sets the object's origin to the world origin. For the weight object, it's better to ...


2

Collision should be enabled as well: I see, you have enabled object collision, but where is no object with collision in the scene


2

Here an example with a model to test the collision detection. The Softbody simulation requires a short "settle down" phase to move the mesh into place (30 to 50 frames). The skirt is a low-poly cylinder (448 verts), rotated faces and a Bevel modifier. Softbody settings for the skirt Created a vertex group named Softbody (or whatever you want to ...


2

Open the cache settings and setup end frame properly:


1

decrease thickness outer of your model to minimum value increase quality steps of your cloth to 40 enjoy result:


1

Besides the problems mentioned in the comments, there is something wrong with the spiral. The softbody simulation is very slow for some reason. The recreation of the softbody physics didn't help so I recreated the curve itself. (created a spiral with the Extra Curves add-on, set Bevel > Depth in the settings, rotated, and scaled it a bit). This fixed it. ...


1

Here's how I fixed this: Set the object collision distance to 0.015 m Set the self collision distance to 0.001m Skipped to the last frame in the animation and applied the cloth modifier Edited the clothing accordingly Enabled cloth physics again Lowering the clollision distances is what made the biggest difference. Although there was still some jittering, ...


1

Multiple Folds Across a Single Mesh At first glance, separating each section and hinging those individually with bones would appear the most viable way to go, but surfaces are easily deformed, edges get bent and gaps start to appear. Patching those up sounds straight forward, but it's not, particularly when 2ndry folds are introduced. (a fold across an ...


1

It's looks like that you just need to invoke after_sew() in stop_playback: def sew(body_name, garment_name): .... def stop_playback(scene): if scene.frame_current == 30: bpy.ops.screen.animation_cancel(restore_frame=False) end = time() print(f"Sewing completed in {round(end-start,2)} seconds.") ...


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