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To fix this, activate self collision. This is a good time to pull up the smoothing level of your original mesh (only if you’re using subdivision surfaces of course) to have an higher definition of the problem. Collide > Self Collide will apply self collision, now the simulation should start to get a little slower, depending on your computer, but we are almost done. For self collision too we have a Get & Set command, referred to faces selections.
If you textured the hat with a single bitmap and UV editor you shouldn’t be having any problem but if you created clusters for procedural materials, try to render your hat and you’ll see you’ve lost your original colours. This happens because the self collide operator creates a cluster for collision faces into the object’s stack called sySelfCollideCls that overrides the textures clusters. The trick here is done by moving the textures clusters after the self collide cluster into the stack. In XSI you have a Sort Order parameter into the cluster’s options panel, bring it to a very higher number, such as 500 for wreath and 501 for hat’s body. I don’t use to apply textures after cloth operators, I generally prefear working on totally finished and freezed geometries to avoid creating instability into the scene.
Ok, now the simulation should work pretty well, if something does not satisfy you, try to manipulate syProperties parameters, uncache and play again and again the simulation to reach the desired result. Perhaps it’s better mute the self collide operator while testing if you don’t have a fast machine.
The State menu includes some operators that set and reset the initial state of the cloth, using its current shape and speed at a selected frame. You can call this function after running the simulation for a few frames. When coming back at the first frame, you will see that the initial shape has changed. The same happens for the velocity.
The Create Cache menu allows you to stock two different caches and blend their weight but sometimes it’s a little tricky to obtain an easy-to-control result.
Any additional component of your cloth should be created and applied before working on the simulation, for example you may want to have a fur on the hat or other constrained objects. Try to plan it before applying Syflex operators.
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