Skin tight pants nCloth sim TOPOLOGY


#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]
I am seeing skin/pants interpenetration. Should clothing re-topology be done when the viewport is set to “1” or “3”?

I was told that it is fine to re-topologize and fix interpenetration issues with the model and pants smoothed (i.e., “3”) because the interpenetration that I am seeing when the pants are un-smoothed (i.e., “1”) would be worked out by nCloth in that the cloth would somehow be pushed out. I do not follow. Is that true?

I was also told nCloth calculations are based on the viewport setting of “1”. If that is the case I cannot reconcile this with the previous question. Can someone explain or give some sort of general ruling?
[/i]

QUESTION 1
I think that I made a mistake in retopologizing the pants. After retopologizing triangles to quads I attempted to fix body to pants interpenetration by hitting “3” to smooth the pants and adjusting edges and vertices so that by the time I was done the pants looked like PIC 1. However, at the setting of “1” I see skin/pants interpenetration like PIC 2. This issue carries over into the nCloth simulation even if I apply a SMOOTH node to the pants like PIC 3 (to the input mesh not the nCloth output mesh).
[i]
So, should clothing re-topology be done when the viewport is set to “1” or “3”?

I was told that it is fine to re-topologize and fix interpenetration issues with the model and pants smoothed (i.e., “3”) because the interpenetration that I am seeing when the pants are un-smoothed (i.e., “1”) would be worked out by nCloth in that the cloth would somehow be pushed out. I do not follow. Is that true?

I was also told nCloth calculations are based on the viewport setting of “1”. If that is the case I cannot reconcile this with the previous question. Can someone explain or give some sort of general ruling?[/i]

PIC 1 (viewport “3”)

PIC 2 (viewport “1”)

PIC 3 (SMOOTH node, viewport “1”, skin/pants interpenetration)