Hi Alex,
Sorry for the delay, the post #6 created long calculations, hence the delay.
Post #4
You’re welcome, and yes wind and dancers can create a nice synergy. In Wim Wenders’ Pina the outside dance scenes have of course wind (slightly) in it, and it was certainly a plus.
Post #5
Sorry about that. You select the Joints, then Main Menu> Character> Conversion> Joints to Spline.
Post #6
The following makes the fabric nicer, but the side effect that I found with you model, it weakens the collision with the hands, it balloons it.
https://www.cineversity.com/vidplaytut/better_cloth_deformations
Use this selection option
https://www.cineversity.com/vidplaytut/cv-parametric_selection_tag_download_and_install
Noise or Random should work just fine
The Move Sequence Down is useable from the Customize Commands, and there with the execute button. You can see the change while the object is selected in the Structure Manger>Polygons
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The Cloth Object should be used, it adds a lot to the look of the fabric. Polygons by it self can’t do that.
The attached project is not production ready, but I hope it gives some pointers, of how to proceed. The caching here, took with this mesh already very long, perhaps you have faster equipment. Some adjustments need to be done, e.g., Cloth Tag> Expert> EPS, as well as the Iteration, but perhaps more in the Subsampling.
https://www.amazon.com/clouddrive/share/fZx3MrqheTZ5DJJtuQPrDrqE2k7GbTDjmZpE651aync
You can see here where the character pushes through the fabric, but would be perhaps otherwise not be visible. Here another sphere could solve it, or have a shader for that area (via polygon selection) to make it invisible.
Following a few thoughts, that I haven’t seen anywhere else, so test these, as each set up might behave differently:
The way I understand the the Iteration/Stiffness/Flexion mix is, that with each added iteration the stiffness/flexion effect becomes greater. With higher Iterations, the two other values should be lower, to get the same fabric feel, but more precise.
Another impression, to gain the initial fall and faults of the fabric, any values leading to a good result should be used, then set an initial state. If that state is done, set up any values that are favorable for the following parts. In that way things might be easier to art direct.
I explore the idea currently to employ first a rough fabric, which might be then Point Cached (not cloth!) and is used then as a Collider. Perhaps first Cloth Cached, to fix some problems.
The figure would be then eventually not needed anymore as collider. This is currently brainstorming.
All the best