So I’m experimenting with soft body simulation for the first time, and I need some help. Ultimately I want to apply simulation on a character’s skirt, but I’ve been testing out the process first. So the test has a cylinder with two bones enveloped inside, and around that I have another cylinder that I subdivided that is the fabric. Now I select all the points on the fabric geo except the top two rows and make soft body from selection. With the fabric still selected I apply a gravity force. I then reselect the fabric again and go modify-environment-set obstacle and select the enveloped geo, which is a stand in for an arm or leg. Under the soft body operator I check off ‘animatable deformation’ and ‘double face collision’. I hit play and away we go - it moves, but the enveloped geo pops through when I key it to bend like an arm would bend. Ok so I guess I have to up the sampling so the fabric deforms better around the arm geo. So I up it a little, and then even more. I finally set it to 60 and half way through my animation test the simulation stops, and I get a warning that says, ‘polymsh.polymsh: soft body muted due to physical limit violation; tune up parameters’. What limit have I violated - my ram or some preset it XSI? And if all I have to do to fix it is ‘tune up parameters,’ how do I go about doing this?
Like I stated in the beginning, I want a fabric simulation that doesn’t have the character’s body breaking through. If I setup the simulation wrong or missed something along the way I would appreciate any help.