xpadmin wrote:
The current cloth physics uses a quad mesh. As you can see in this screenshot:
The physics makes the cloth fit nicely over the body. So the cloths are modeled as garments.
The advantages are that modeling and animating cloth is more easy. A disadvantage is that making cloth like coats or jackets is difficult.
A solution would be that you have a garment that "drives" a more complex mesh like a jacket. But that would mean the garment and the clothing do
have to fit nicely together making the whole package more difficult to handle.
As i can see you use the oldschool Cloth Plugin of Maya. Is it right that you need to create panels and stitch them together at the borders?
If thats the case, do you simulate the cloth to fully relax with maya and then export the cloth, or gets it exported like the picture shows and the engine relaxes it?
I have played arround with this Plugin as a student, years ago. At this time no CPU was able to handle cloth collision in real time as runtime of the common algorithms was n² or worse. I wonder if there exists an opensource variant of the cloth plugin for Blender.
If the engine relaxes it, what starting parameters do you use. One will need the parameters to simulate the cloth so it behaves the same in the later engine like in the used modeling tool.
Could you perhaps set up an example scene with a manequin model (Original Model with lesser details, so nobody can steal your current production Model) and a simple garment and upload it.
This would start community cloth modeling, i think.
By the way, what runtime has your cloth solver?
Edit:
A short lookup found a possible solution for Blender.
The
shrinkwarp modifier.