For the past week or so I’ve been doing tests with the cloth simulation in Blender. Nothing too fancy, but just trying to shake out the most obvious issues before we try to use it directly in production.
The basic cloth simulation–how the cloth moves–already works quite well:
Video 01 shows a simple test on a character (never mind the crap animation). Videos 04 and 05 show my attempts at tweaking the cloth sim to look “silky” and “leathery”, respectively. My tweaking could definitely use some work, but it illustrates well the range Blender’s cloth sim can achieve. Definitely good enough for production use.
Where I’m running into some troubles is with collision detection. By-and-large it works well:
But especially once cloth needs to stretch to avoid intersecting geometry, it starts having issues. For example, in this video where I gave the model a much more constricting skirt:
(Note that collision is only turned on for the legs, not the feet or hips. So collision failures on the hips and feet are, of course, expected.)
Other things that need work is allowing cloth simulation to work with linked cloth meshes (for example, cloth sim on linked character rigs), and nicely resolving forced intersections (like cloth pinched between an elbow) which will occur in normal character animation.
Over all, though, cloth sim is looking really promising, and I’m confident we can get it working well and ready for production.
Many thanks to Daniel Genrich for all of his hard work on the cloth sim!