What is the best way to use physics to resolve collisions between separate pieces of geometry on a character rig?
For example - armour swinging against a leg (rigid body against soft body) or a sack of flour over a shoulder (soft body against soft body).
To test, I have a standard biped/human character rig with mocap data and simple geometry for major body parts. It is a very abstract design, mostly cubes. I’d like to use physics to prevent the cubes from intersecting.
I have tried right-clicking on each piece of geometry and Add > Physics > Rigid Body with Collider but it hasn’t made a difference. The pieces still intersect when I press play.
I have also tried applying Add > Physics > Deformable Body too the pieces, but the geometry then strays too far from the rig.
Advice and guidance would be appreciated.