Cloth simulation pulling skirt upward

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I wish I was joking. I have this skirt that I want to make it look more like a skirt using the cloth simulation thing but instead of pulling it downwards and giving it some folds, it pulls it upwards and is spiky. Using the cloth presets (silk, leather, etc) don't really change anything. I tried erasing the weight paint at the top and it still didn't work.
I'm wondering if some of the settings I used is making it this way?



EDIT: Added screenshots of the geometry



the skirt



cloth physics settings



enter image description here



geometry



enter image description here










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  • 3




    Most likely you have intersecting geometry at the start of the simulation or vert close vertices within the cloth that are repelling each other with the self collision. Can you share some images of your geometry in wireframe or Edit mode?
    – Rich Sedman
    2 hours ago










  • i added the screenshots!
    – NoneType
    2 hours ago






  • 1




    Thanks. Try switching off Self Collision. If this doesn't help then scale up the mesh so it's definitely not intersecting with the model at the start of the simulation. You could also try reducing the cloth Speed Multiplier back down to one (it will produce a more stable simulation). There's a Self Collision Vertex Group that lets you exclude certain vertices from the 'self collision' group - it's a good idea to set that to the same as your 'Pinning' group. Could also try resetting all the cloth settings back to the defaults (those when you first add the cloth sim). Try changing one at a time.
    – Rich Sedman
    1 hour ago











  • ah, it worked! the skirt itself was colliding with the model at the start, so i'm assuming that was what made it all weird. I'm very new to this, so thank you for the help!
    – NoneType
    1 hour ago










  • No worries - glad to help and glad it’s now working. I’ve added an answer.
    – Rich Sedman
    1 hour ago
















up vote
2
down vote

favorite












I wish I was joking. I have this skirt that I want to make it look more like a skirt using the cloth simulation thing but instead of pulling it downwards and giving it some folds, it pulls it upwards and is spiky. Using the cloth presets (silk, leather, etc) don't really change anything. I tried erasing the weight paint at the top and it still didn't work.
I'm wondering if some of the settings I used is making it this way?



EDIT: Added screenshots of the geometry



the skirt



cloth physics settings



enter image description here



geometry



enter image description here










share|improve this question









New contributor




NoneType is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.















  • 3




    Most likely you have intersecting geometry at the start of the simulation or vert close vertices within the cloth that are repelling each other with the self collision. Can you share some images of your geometry in wireframe or Edit mode?
    – Rich Sedman
    2 hours ago










  • i added the screenshots!
    – NoneType
    2 hours ago






  • 1




    Thanks. Try switching off Self Collision. If this doesn't help then scale up the mesh so it's definitely not intersecting with the model at the start of the simulation. You could also try reducing the cloth Speed Multiplier back down to one (it will produce a more stable simulation). There's a Self Collision Vertex Group that lets you exclude certain vertices from the 'self collision' group - it's a good idea to set that to the same as your 'Pinning' group. Could also try resetting all the cloth settings back to the defaults (those when you first add the cloth sim). Try changing one at a time.
    – Rich Sedman
    1 hour ago











  • ah, it worked! the skirt itself was colliding with the model at the start, so i'm assuming that was what made it all weird. I'm very new to this, so thank you for the help!
    – NoneType
    1 hour ago










  • No worries - glad to help and glad it’s now working. I’ve added an answer.
    – Rich Sedman
    1 hour ago












up vote
2
down vote

favorite









up vote
2
down vote

favorite











I wish I was joking. I have this skirt that I want to make it look more like a skirt using the cloth simulation thing but instead of pulling it downwards and giving it some folds, it pulls it upwards and is spiky. Using the cloth presets (silk, leather, etc) don't really change anything. I tried erasing the weight paint at the top and it still didn't work.
I'm wondering if some of the settings I used is making it this way?



EDIT: Added screenshots of the geometry



the skirt



cloth physics settings



enter image description here



geometry



enter image description here










share|improve this question









New contributor




NoneType is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.











I wish I was joking. I have this skirt that I want to make it look more like a skirt using the cloth simulation thing but instead of pulling it downwards and giving it some folds, it pulls it upwards and is spiky. Using the cloth presets (silk, leather, etc) don't really change anything. I tried erasing the weight paint at the top and it still didn't work.
I'm wondering if some of the settings I used is making it this way?



EDIT: Added screenshots of the geometry



the skirt



cloth physics settings



enter image description here



geometry



enter image description here







cloth-simulation






share|improve this question









New contributor




NoneType is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.











share|improve this question









New contributor




NoneType is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.









share|improve this question




share|improve this question








edited 2 hours ago





















New contributor




NoneType is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
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asked 4 hours ago









NoneType

235




235




New contributor




NoneType is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.





New contributor





NoneType is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.






NoneType is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.







  • 3




    Most likely you have intersecting geometry at the start of the simulation or vert close vertices within the cloth that are repelling each other with the self collision. Can you share some images of your geometry in wireframe or Edit mode?
    – Rich Sedman
    2 hours ago










  • i added the screenshots!
    – NoneType
    2 hours ago






  • 1




    Thanks. Try switching off Self Collision. If this doesn't help then scale up the mesh so it's definitely not intersecting with the model at the start of the simulation. You could also try reducing the cloth Speed Multiplier back down to one (it will produce a more stable simulation). There's a Self Collision Vertex Group that lets you exclude certain vertices from the 'self collision' group - it's a good idea to set that to the same as your 'Pinning' group. Could also try resetting all the cloth settings back to the defaults (those when you first add the cloth sim). Try changing one at a time.
    – Rich Sedman
    1 hour ago











  • ah, it worked! the skirt itself was colliding with the model at the start, so i'm assuming that was what made it all weird. I'm very new to this, so thank you for the help!
    – NoneType
    1 hour ago










  • No worries - glad to help and glad it’s now working. I’ve added an answer.
    – Rich Sedman
    1 hour ago












  • 3




    Most likely you have intersecting geometry at the start of the simulation or vert close vertices within the cloth that are repelling each other with the self collision. Can you share some images of your geometry in wireframe or Edit mode?
    – Rich Sedman
    2 hours ago










  • i added the screenshots!
    – NoneType
    2 hours ago






  • 1




    Thanks. Try switching off Self Collision. If this doesn't help then scale up the mesh so it's definitely not intersecting with the model at the start of the simulation. You could also try reducing the cloth Speed Multiplier back down to one (it will produce a more stable simulation). There's a Self Collision Vertex Group that lets you exclude certain vertices from the 'self collision' group - it's a good idea to set that to the same as your 'Pinning' group. Could also try resetting all the cloth settings back to the defaults (those when you first add the cloth sim). Try changing one at a time.
    – Rich Sedman
    1 hour ago











  • ah, it worked! the skirt itself was colliding with the model at the start, so i'm assuming that was what made it all weird. I'm very new to this, so thank you for the help!
    – NoneType
    1 hour ago










  • No worries - glad to help and glad it’s now working. I’ve added an answer.
    – Rich Sedman
    1 hour ago







3




3




Most likely you have intersecting geometry at the start of the simulation or vert close vertices within the cloth that are repelling each other with the self collision. Can you share some images of your geometry in wireframe or Edit mode?
– Rich Sedman
2 hours ago




Most likely you have intersecting geometry at the start of the simulation or vert close vertices within the cloth that are repelling each other with the self collision. Can you share some images of your geometry in wireframe or Edit mode?
– Rich Sedman
2 hours ago












i added the screenshots!
– NoneType
2 hours ago




i added the screenshots!
– NoneType
2 hours ago




1




1




Thanks. Try switching off Self Collision. If this doesn't help then scale up the mesh so it's definitely not intersecting with the model at the start of the simulation. You could also try reducing the cloth Speed Multiplier back down to one (it will produce a more stable simulation). There's a Self Collision Vertex Group that lets you exclude certain vertices from the 'self collision' group - it's a good idea to set that to the same as your 'Pinning' group. Could also try resetting all the cloth settings back to the defaults (those when you first add the cloth sim). Try changing one at a time.
– Rich Sedman
1 hour ago





Thanks. Try switching off Self Collision. If this doesn't help then scale up the mesh so it's definitely not intersecting with the model at the start of the simulation. You could also try reducing the cloth Speed Multiplier back down to one (it will produce a more stable simulation). There's a Self Collision Vertex Group that lets you exclude certain vertices from the 'self collision' group - it's a good idea to set that to the same as your 'Pinning' group. Could also try resetting all the cloth settings back to the defaults (those when you first add the cloth sim). Try changing one at a time.
– Rich Sedman
1 hour ago













ah, it worked! the skirt itself was colliding with the model at the start, so i'm assuming that was what made it all weird. I'm very new to this, so thank you for the help!
– NoneType
1 hour ago




ah, it worked! the skirt itself was colliding with the model at the start, so i'm assuming that was what made it all weird. I'm very new to this, so thank you for the help!
– NoneType
1 hour ago












No worries - glad to help and glad it’s now working. I’ve added an answer.
– Rich Sedman
1 hour ago




No worries - glad to help and glad it’s now working. I’ve added an answer.
– Rich Sedman
1 hour ago










1 Answer
1






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up vote
2
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accepted










For cloth collision (and, indeed, any collision in Blender) it is imortant to ensure that the simulation start without the meshes overlapping - otherwise they will instantly repel and can cause unpredicted results.



With cloth, if the ‘garments’ are quite tightly fitting you can use sewing springs or cloth shrinking to bring the garment together once the simulation starts. Those options are found within the Cloth Sewing Springs panel.






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    1 Answer
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    1 Answer
    1






    active

    oldest

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    oldest

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    active

    oldest

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    up vote
    2
    down vote



    accepted










    For cloth collision (and, indeed, any collision in Blender) it is imortant to ensure that the simulation start without the meshes overlapping - otherwise they will instantly repel and can cause unpredicted results.



    With cloth, if the ‘garments’ are quite tightly fitting you can use sewing springs or cloth shrinking to bring the garment together once the simulation starts. Those options are found within the Cloth Sewing Springs panel.






    share|improve this answer
























      up vote
      2
      down vote



      accepted










      For cloth collision (and, indeed, any collision in Blender) it is imortant to ensure that the simulation start without the meshes overlapping - otherwise they will instantly repel and can cause unpredicted results.



      With cloth, if the ‘garments’ are quite tightly fitting you can use sewing springs or cloth shrinking to bring the garment together once the simulation starts. Those options are found within the Cloth Sewing Springs panel.






      share|improve this answer






















        up vote
        2
        down vote



        accepted







        up vote
        2
        down vote



        accepted






        For cloth collision (and, indeed, any collision in Blender) it is imortant to ensure that the simulation start without the meshes overlapping - otherwise they will instantly repel and can cause unpredicted results.



        With cloth, if the ‘garments’ are quite tightly fitting you can use sewing springs or cloth shrinking to bring the garment together once the simulation starts. Those options are found within the Cloth Sewing Springs panel.






        share|improve this answer












        For cloth collision (and, indeed, any collision in Blender) it is imortant to ensure that the simulation start without the meshes overlapping - otherwise they will instantly repel and can cause unpredicted results.



        With cloth, if the ‘garments’ are quite tightly fitting you can use sewing springs or cloth shrinking to bring the garment together once the simulation starts. Those options are found within the Cloth Sewing Springs panel.







        share|improve this answer












        share|improve this answer



        share|improve this answer










        answered 1 hour ago









        Rich Sedman

        19.9k23998




        19.9k23998




















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