Skin tight pants nCloth sim, pants tearing, TOPOLOGY or nCloth Settings


#1

Hi everyone,
I have several questions relating to simulating skin-tight pants with nCloth. The pants were created in Marvelous Designer 7 and retopologized using zBrush and Maya 2017. A video of my runup and the first 10 frames is listed below. The model, rig and motion come from a maya sample mocap file. The working scale is centimeters and I adjusted the nCloth nucleus accordingly. My questions in ITALICS are listed below. The QUESTION SUMMARY sections just lists all my questions. The QUESTIONS section gives an explanation of what I am seeing and my question. Apologies for the length and any misstatements as I am a Maya beginner.

RUNUP AND FIRST 10 FRAMES

[vimeo]249198842[/vimeo]

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QUESTION SUMMARY
I am seeing tearing on the pants during the simulation. Is this a thickness issue? Can someone suggest the type of things I should be looking for in this setting because if i lower the thickness too far everything disappears or i see a lot of interpenetration?
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QUESTION 3
i see weird tearing in the cloth during the simulation (PIC 10 & 11). At first I thought that this is just some kinda of viewport issue so I rendered the frame with Maya Hardware 2 and the artifacts are still there (PIC 12). My thickness settings for the body and cloth are (PIC 13 & 14). If I turn on thickness on the body I see PIC 15. If I turn on thickness on the pants, I see PIC 16. When I turn on both I see PIC 17

Are these artifacts the results of thickness settings (the cloth is pretty stretchy, stretch resistance = 10)? Can someone suggest the type of things I should be looking for in this setting because if i lower the thickness too far everything disappears or i see a lot of interpenetration?

PIC 10 & 11

PIC 12

PIC 13 (pants) and 14 (body)

BODY

PANTS

PIC 15 (body thickness)

PIC 16 (pants thickness with small part of body coming through)

PIC 17 (body and pants thickness)


#2

i wont sim that at all… just skin it and delete the legs under it… even wider cloth is often not simmed in some areas…


#3

Hi oglu,

thanks for the tip. I am new to this. Can you please elaborate or maybe point to something I can read?


#4

He’s saying that if you’re going for skin-tight leggings, run your simulation then hide the leg model parts beneath it instead. Much more efficient, and you won’t have to worry about these protrusions.

Unless you really need a few cloth-like wrinkles, you could just do leggings with texture maps.