Well, if springs/bones are the solution then I won't achieve that because (a) I don't want to do that and (b) I'm not sure it would work either.
Compared to other cloth simulations, there are several things going on with this tutu:
- it needs to react to the body of the character, also the arms and hands (I'm not sure that could be realized with springs/bones without keying); however, since I'm not a Blender user, I won't research what (for example) that add-on can or cannot do and I know of no way to realize that in C4D either
- the three layers of the tutu need to animate separately and collisions between the three layers need to be handled, so with springs/bones you would probably need three layers of joint structures
- the "wavy" shape of the tutu needs to be somewhat retained; if the "structure" of the tutu is too weak, the "cloth" will smooth out and if no distance is kept between the layers then the "fluffy" look disappears
- in order for the simulation not to explode, certain minimum substep and iteration settings will probably have to be maintained which, in turn, lead to a "stiffer" cloth as well as higher simulation times
Also, I want a simulation, not animating morphs or joints or something like that for several hundred frames.
Yes, perhaps increased dampening is part of the solution but it also causes problems, at least during my tests since posting the original video and reading AutoDidact's initial comment.
I am sure Nirwana would come up with new versions
Probably. Although any video of alternative simulation settings will only be a very basic viewport render. This is not UE and "beauty" renders of the full scene take between 1 and 6 minutes per frame on my fastest machine depending on resolution and render settings, so a "beauty" render would have to wait until the simulation is locked in (and I have no other use for the render machine for a few days).
My YouTube channel: Animations made with Cinema 4D and Reallusion Products