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  • Is cloth simulation really needed in every case?
    Often, when we think of cloth, it is a stiff piece of textile and moves directly according to the characters body movement, e.g., a T-Shirt. Normally, these kinds of cloth don't need a full cloth simulation, since plausible movement can be achieved by skinning.
  • Is your character’s animation kind of weird/unrealistic or does it have a lot of intersections?
    If so, a simulation might not be the best way to go. A simulated cloth behaves like it would in reality - if your character moves unrealistically / beams to different places or something similar that would not happen in the 'real' world, the (physical) cloth will probably behave unexpectedly.
  • What generally works quite well
    Cloth which is swinging or strongly moving driven by the character’s animation:
    • Capes/Mantles
    • Skirts
    • Jackets
    • Soft Attachments, e.g. Pigtails, Hair
  • What generally doesn’t work very well
    Stiff cloth, barely swinging:
    • T-Shirts
    • Trousers
    • Tight-fitting cloth
In these cases you should , consider not using a simulation at all, since a standard skinning approach might result in similar but more stable results, while being much faster.


Tutorial - VCloth 2.0 Setup


Make sure to load a level, or the VCloth attachment may not render properly.