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2

You don't need Self Collision when the plane doesn't touch itself. Just uncheck Single Sided in the Collision settings so the collision detection works on both sides. Then you don't need the Solidify modifier for the collision detection but just for thickness. Use default settings for the cloth physics. Example Here the topmost plane has a Subdivision ...


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Firstly, make sure your normals are not simply flipped. select all and Recalculate Normals (Shift+N) If that doesn't fix it, Select all of the edges bridging the gap and Collapse them (M -> Collapse). This should close up your holes.


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At first you should decrease Object collision Distance because the cloth is very far away from the model and disable Self collisions, which can cause problems. Next, I think you just haven't enough material to cover all the body. Why don't you increase surface area of cloth?


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


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The answer today is unfortunately the same as in 2011. They don't play together. People can do tricks to simulate cross-effects. I leave you with the following example where the Gas Inflow on the left is Shrink-wrapped to a Cloth (identical object with same number of vertices, Inflow was scaled to be a percent larger prior to the shrinkwrap). Compare ...


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


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 ...


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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 ...


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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 ...


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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, ...


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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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