When I turn a mesh into a cloth, it just uses the vertices as collision points, as the rest is just for looks. This is in start contrast to the example particle cloth, where the entire thing is collision points. This seems to be intrinsic to the mesh. How can I replicate this on my own meshes? A picture is provided where the example cloth is on the left and mine is on the right
Well yes that is because you need some subdivision of that simple 4 vertex plane. You cannot expect to model a cloth sim with just 4 vertex and one face. In contrast the plane on the left looks like it is subdivided many many times so it could have at least 1000 faces.
So import a much higher subdivided mesh or you can just make a plane with lots of subdivision. When you go to “Create” > Settings you can select a plane and max it out to U = 10 and V =10, but you can actually Ctrl +Click to enter whatever number you want !
Thank you!
You are welcome
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