Yes I think you might be right about no one totally understanding cloth physics. Things can happen that are difficult to find an exact answer for.....especially me.
By the way. Just on the point of cloth layers penetrating other cloth layers during animations. As I said, that is not the strange effects I was talking about.
However, the strange effect I am talking about usually starts to occur because of some modifications I made to the clothing mesh, uv-map and or physics weight map to try and help stop cloth layers penetrating each other. I believe it is related to how close weight map sections are to each other and whether they go from white to black and the direction it goes compared to the other part near it.
I have tried moving them further apart from each other and it fixed it. Then I have repeated it again in another outfit and it didn't fix it. I have added one part of the UV-Map that gets painted totally black between those 2 and that fixed it. But then in another outfit I repeated that and I had to move that totally black part away from between them to fix it. I will say the effects occurring differ based on the style of the clothing and the cloth flow I am trying to achieve. It also relates to how many parts get physically weight painted differently. The more there are the more likely strange things start to happen and adjusting the UV-map and physics weight map is needed to fix it. OK, I think I will do that. Demonstrate the effects and what I did to fix it. Maybe someone will notice something I didn't think of?
do you use single, or multiple UV maps for them
Using the Babylonian outfit as an example
For this outfit I do the whole outfit (all cloth layers) as a single mesh rather making each layer as separate clothes so I can use iClones physics self collision control to help prevent the layers penetrating each other. Unfortunately, this only works on the meshes within the single object so that's why I did cloth layers on this as a single object. It helps prevent the layers penetrating each other. Not totally, but it certainly helps.
I keep all the layers on a single uv-map and for something like this Babylonian outfit a single UV map ends up with tones of islands
(blenders naming for the separate parts on the UV map) and I am sure this is what begins to make iClones physics have difficulty knowing what to do and gets confused based off the physics weight map.
I haven't thought of separating the UV-Map into more that one map. That is something I do with architecture models I make so I can reduce the polly count by having it all as a single mesh but be able to texture the different parts of the object with different textures. This is not something I have tried with clothes. I don't know if its a good idea, especially with reguards to the physics weight mapping. However I am definitely an experimenter. I will all way try anything even if it is just so I can personally prove to myself whether the idea works or not. Over my 62 years I have experimented so many idea's that I thought and others thought was silly and it actually turned out to be good. Obviously, not always turns out to be a good idea but often enough. That's why I always say if you have an idea then experiment with it to find out if its good or not. Never get an idea and not try it because you think it might not work.
Anyway, yes I am going to try what you have suggested. Just to prove to myself one way or the other whether it is a good idea or not.
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