Reactor –Cloth with a Deforming Mesh 


Deforming Mesh

This is how to create deformable clothing, hair, etc., around a skinned character, creating secondary motion.

 

The deforming mesh itself does not require a reactor modifier... only, add it to a deforming mesh collection.

 

The vertices of the deforming mesh are being modified by another modifier such as a skin and bones system like Skin or Physique, or by some other animation tool.

 

So ... we will create a deforming mesh collection (DMCollection) to add our deforming mesh to.

 

We will then add cloth to a cloth mesh and see the boned/skinned “arm” make the “cloth” move along with it.

 

Start with an animated boned mesh

So, we will start with some bones and skin, and keyframe some rotations on the bones.

 

 

 

 

 

Add the “arm” mesh to a deforming collection:

 

   

 

Add a “sleeve” around the “arm”:

 

 

Apply reactor cloth modifier to the “sleeve”:

 

 

Select vertices to be constrained [I used the top and bottom rows only] and select avoid intersections:

 

 


Attach to our DefMesh ...

 

 

Pick the cylinder [the “arm”]:

 

 

Create a cloth collection with the sleeve selected:

 

 

Make the cloth’s property to unyielding to have the keyframes work:

 

 

When you preview the animation, you will see the cloth follow the arm: