<"Couple of questions about your simulation -- did you use the method presented in this tutorial to do the fat?">
Аlmost. The settings are slightly different, but I looked like it was done in Mr. Inc Assset.
<"I see there is a value of 300 on pressure on the mesh you have selected. This is the outer skin right?. It's not immediately obvious to me as to why you've set this. Is this to model the air pressure affecting the skin?">
Exactly. I did not want to lose the detail.
<"There are 7 attachments on the outer skin (cloth) just wondering what they do. You only really need one attachment going from the outer skin to the fat. If they're all duplicates, their effect will be additive, which could account for the tight wrinkles you're seeing.">
It's my mistake. It's Head, 4 legs, tail, and body. All that weight normalized.
<"In general though, our cloth is meant to be a physical model. So think about materials that have low frequency wrinkles vs high frequency ones. So leather vs silk. Leather will have a higher resistance to bending. That's where I'd start, when changing the material. But first I'd make sure there's only one global attachment on the outer skin cloth going to the fat. Then I'd play with the stiffness of that attachment to get the general look right.
The final values will likely be a balance between bend stiffness and attachment stiffness">
Thanks a lot of! I began to experiment.
I have a few questions.
When i sim final skin:
1. whether it is necessary to include Collision Detection on Solver?
2. whether it is necessary Surface Tension on Material more then 0?
3. whether it is necessary to include Surface Tension Envelope on zCloth?
4. whether it is necessary to include Self Collisions on zCloth?