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Question How is the effect of hard accessories on clothing in VAM achieved?

nrl

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I want to simulate the effect in the picture: the black-painted parts have normal cloth simulation, the red-painted parts are made into hard surfaces with only gravity simulation enabled, and no vertex offset occurs with character deformation.

Looking at those clothing masters making clothes with accessories, they can achieve hard surfaces + gravity simulation, without affecting the normal simulation of the rest of the cloth.

Ordinary SIM maps seem unable to do it, as they can only distinguish between enabling simulation and disabling simulation. Enabling simulation can simulate gravity, but the hard accessories themselves will undergo deformations similar to soft cloth simulation; if simulation is not enabled, although the accessories won't deform, their positions won't change with gravity simulation.

Is there any way to make part of the clothing have gravity simulation + hard decoration effect without vertex offset from character deformation, and without hindering the normal cloth simulation of the other part?

IMG_0283.jpeg

IMG_0279.png

IMG_0278.png
 
Vam's clothing creator is only really good at cloth simulation, most hard assets you see are parented custom unity assets (CUA's).
There is a trick to do dangling parts using an extremely low poly flat design and alpha textures to give it the shape, but that may not be suitable here.

 
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