Okay so applied subsurface subdivision is not needed before you do the animation. That will save time. When doing the render it normally makes sense.
blindsaypatten wrote:
On the other hand, so far the jeans have always exploded if I try to animate movement, I think that bending at the hip produces more stretch than I've allowed for. In earlier experiments I found that too much stretch (structural parameter) and the clothes either sag or actually ooze off the body like slime!
I had similar experiences with the cocktail dress. The dress jumps up and down on the body like it wanted to explode in a few seconds. I also tried, if that dress will slide off the character when I "open the zipper". When I pushed it a bit over the shoulder it works. But it starts with a jump before gravity gets involved ... it is one of the few clothes I did, which is working with cloth simulation.
Here I used cloth simulation to put it on a coat-hanger:
http://www.makehumancommunity.org/forum/download/file.php?id=3651&mode=viewblindsaypatten wrote:Simulations are scale sensitive, I think due to the distance parameters in the Cloth Collision properties. I will have to try dividing those by ten, up to now I've been scaling my model up by ten. I usually export at 1 BU = 1m and with the default parameters clothes either hover away from the body or downright explode.
Once any part of the clothes penetrates the body or non-simulated clothing the simulation is almost certain to fail. The challenge here is poses, or intermediate positions, where body parts overlap, whether it be arms at the side so that the arm and the clothing penetrates the body, joints that have formed a crease when bent, or a finger momentarily moving through another body part/the simulated cloth.
The funny thing is, that when the grid of the collision object is not fine enough, the cloth could even disappear in the character. I've done this necklace
http://www.makehumancommunity.org/forum/download/file.php?id=4595&mode=viewwith cloth simulation (nearly rigid) so the pearls do not stretch. But since one pearl is connected to the next one with only one vertex it works. So I wanted to see if the necklace follows the form of the body and put it 20 cm over the shoulder a let it fall down. The faces of the breast are rather big and cloth simulation uses the distance to the nearest vertices. Therefore the simulation works until the necklace found enough space between the vertices and then disappeared in the character. So I enlarged the collision distance, but now the necklace hovered above the skin. So in the end I applied one image of the animation and fixed the rest manually.
blindsaypatten wrote:I think the cloth simulation has enough features to deal with your zippers and so forth, but I haven't tried those feature yet.
As long as you connect them to the piece of cloth, then it will work. But in normal case it is not really necessary, you can save a few edge-loops when you have to do sharp edges, when the geometry only intersects instead of being connected. I had an example in the clothes tutorial, which does not work:
http://www.makehumancommunity.org/forum/download/file.php?id=4135&mode=view. For zipper, buttons etc it is possible to connect it with only one vertex (the necklace is done like that). But in the assets I didn't do that, so when you start the animation, for the buttons, zipper etc. gravity will start to work.
But thanks for your comments. My reason for asking for your experience: I thought of historic clothes for Native Americans. They always have these wing-like sleeves. But without cloth simulation these clothes will not really work.