tristan_cordeboeuf
@Viktor
Hey so you can to turn a mesh with border edges (holes) into a Ziva cloth.
Issues will arise though if there are small triangles/ non manifold geometry etc.
Select the mesh you're trying to turn to cloth and run the MEL command:
zMeshCheck -select;
ZIva should select the areas that are problematic, and also the script editor will tell you what the issues are with your mesh.
Just to add to @alexander's points.
Your sim might be coupled -- i.e. running fat and outer skin (epidermis) in one pass.
Even if not, cloth simulations can be a bottle neck, so you'll want to optimize the number of vertices as much as possible, meaning you want as few as you can get away with, without losing detail.
This can mean deleting areas around the hands/feet/head/tail etc, before converting to cloth.
I'm going to do a tutorial about this because it gets asked a lot.
But basically from here you need the following in a scene:
cloth_bake
skin_from_animation
Try this:
duplicate the skin_from_animation mesh. (call it skin_from_animation_duplicate)
wrap it to cloth_bake. If you scrub the timeline it will look broken around the head/hands etc, don't worry about that.
create a blendshape from skin_from_animation to skin_from_animation_duplicate
turn the blendshape target to 1.
Now the skin will completely ignore the wrap to the cloth bake.
In order to reveal those simulated details, paint the blendshape you just made to zero in the area you want to see the results of the wrap.
That's it.