I am frustrated. So i commissioned somene yo make a daoist robe for me years age, and it came out great for what i needed at the time. Now i learned how to model cloth and decided to make something more real.
However,
I bring the cloth into cc4, i texture it, it looks perfect. Then to make it cloth, my understanding is you have to auto weight the cloth and it binds it to the legs and arms, but it moves wierd. I add a gradient to it, and it stretches, i darken the gradient and it doesnt move properly and the UVs stretch. There is no happy medium. You cant remove the weights, because it auto weights to something else. Dont know how to fix it. Any advice?
The video misses a crucial step… before you can make cloth, you have to transfer skin weights. In the beginning of this video, the character walks and the cloth does not follow his legs, which tells me he did not transfer skin weights, or he knows something I dont about the process. What am i missing?
2nd, if i do a black line and white for the physics weight, the cloth tears or melts. It needs a gradient, mostly grey, but it follows the skin weights, so it doesnt work as intended.
It is possible that the mesh is not properly welded; if that is the case, making it dynamic will disintegrate it because it comes apart at the “seams” of the individual mesh pieces. I have that problem quite often when I use MD clothing for cloth sims in C4D, and sometimes also for iClone clothing. But the same principle applies to iClone soft-cloth dynamics.
Excessive stretching can perhaps be counteracted by increasing the number of solver steps.
No the white is not welded. Yes i made the collision shapes. Everything is properly welded. The cloth just melts. I know people do it because some cloghing works fine.
Well, I had a look at your demo video for this Daoist robe and it seems to me like the entire thing (robe, settings, collider bodies) needs a little more love. Especially the sleeves and the belt (which is intersecting with the robe).
Also, while it is important to start in T-pose (or A-pose), you should blend between that pose and you animation over say, one second or so. That should help with collision detection.
I don’t do my cloth simulations in iClone anymore and I often use A-pose instead of T-pose (because some of the clothes I use were modeled in A-pose in MD by their respective creator), and 30-60 frames for the blend phase (this blend phase is usually cut from the finished video).