I am fairly certain that the buckle has to be defined as an avatar so that it doesnt deform when simulated. Importing it as a trim wouldnt make it a hard buckle it would tell CLO to define it as a brushstroke, basically? Like a Zbrush Multi Mesh tool instesd of a rigid body object. I think this also exempts the buckle from physics that would otherwise effect the simulation?
wooow thanks aloooot girl
Thank you so much, very helpful
particle distance 5 always to do this !!!
I am fairly certain that the buckle has to be defined as an avatar so that it doesnt deform when simulated. Importing it as a trim wouldnt make it a hard buckle it would tell CLO to define it as a brushstroke, basically? Like a Zbrush Multi Mesh tool instesd of a rigid body object. I think this also exempts the buckle from physics that would otherwise effect the simulation?
Thanks for the tip-awesome video! How do you make it so the buckle moves along with the garment when apply animation? Thanks!
For me its not working