Suggestions for improving cloth simulation.
I am creating pants, but when bending the knee, the mesh breaks at the knee joint, so I would like to resolve this issue. In some cases, like in the second image, vertices (probably related to seams) get displaced to a distant position. I believe this is due to the collision effects. When the human body overlaps at the joint areas, the collision detection becomes more complicated, causing the mesh to break. Would it be possible to avoid this by disabling the collision detection when the vertex movement exceeds a certain distance, and maintaining the current position? It might be helpful if the distance can be adjusted by the user, and if it’s possible to specify the vertex group to target.
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