

Most of these comes from following the tutorial in the video. 8) Static solver is present (again, not sure exactly what this does anyway) 9) Dop merge order is correct for the collisions. Not even really sure how much this matters, but use surface collisions is what the shelf tool does.) 7) Animated character geo has a trail sop before the import sop. It was set to ‘use solver default’ for a bit. 6) The collision mode on the static objects is set to ‘use surface collisions’.

5) The character geos have normals on the verts (normal sop was added). 4) Dop object nodes are pointing to the right objects. 3) Cloth neck points are constrained to head prims. 2) There is no interpenetrating geometry at the beginning of the sim. Things that are correct already: 1) Collision is on.

It seems this problem is worse when I make the collision radius on the cloth greater. I don't understand how the collision system allows this to happen. At some point in the animation the cloth will just sink into the character, despite the fact that collisions are still on (and appeared to be working correctly a few frames before). Mainly occurs after movement of the character begins and as cloth initially settles onto character. Main problems: 1) Spiky, jittery, popping cloth. I allow 30 frames for the cloth to settle before any movement. The character moves forward and lifts its arms up underneath the cloth. A circular cloth with a hole for the head is constrained to the head piece. I'm trying to do something which I think is much simpler, and I'm having all kinds of problems with it. It is very helpful, but I am amazed at how well it works in the video. Hi, So I recently watched this tutorial [ on cloth simulation set up.
