First use auto rig pro to bind character body.
Physics: creat rigid body simulation, Here’s what it looks like when it’s done. I also tried blender’s fabric effect, comparing the two, the fabric simulation can show more details. So in the end I chose the fabric simulation
Final fabric simulation effe:
The effect of rigid body simulation:
For the first time, I tried rigid body simulation in blender. Rigid body simulation tends to be cartoonish, i.e. by controlling the clothes through the skeleton, you can make some special effects (you can give the clothes posing action k keyframes), and I refer to some Japanese cel-shading animation games which tend to simulate the fabrics with rigid body, and their characters’ movements are more exaggerated and cartoonish. Then I started to try over and over again.
The principle of the rigid body simulation is to control the model (the dress) through these squares, but the density thickness of the squares and their distance from each other have a great influence on the effect of the dress, and at the beginning there will be a lot of effects of the dress taking off or the fabric blowing up.

I first changed the weights where I used a brush to make each weight correspond to a bone, erasing the excess weights made the rigid body effect much better.

On the other hand I modified the number of bone segments and density a couple of times, denser bones and and thinner thicknesses, and again the simulation works much better (through-moulding because the legs haven’t been added to the volumetric collision).

Fabric Simulation:
The rigid body simulation was done, but the results were not as expected. As the character moves the rigid body costume moves very stiffly. I started trying fabric simulations.
The principle of fabric simulation is similar to installing the vertices of a piece of fabric on the character with a small nail. Mastering this principle can be used in various scenes, for example, if you make a cloak, you can fix two vertices on the back of the character, if you make a belt, you can fix a point on the top of the belt, and so on. A skirt should be a circle of points around the waist. I tried this theory on this character and was able to realise it by brushing a weight on the top point of the fabric, so that this point completely controls the top point of the fabric (otherwise the whole fabric would fall straight down once the animation starts).

After making the fabric simulation and finding that the fabric still molds through the character’s body, I also needed to make physical volume collisions for the character’s body.
Volumetric collision just needs to be set in blender, but since the character model is quite large and the stance needs to be very strong, setting it to 1 has no effect at all, I’ve tried it a few times and found that around 3 is relatively stable.
Solving for the fabric:
Fabric solving needs to adjust the movement first, then solve the animation, after that you can see the effect of the fabric, according to the effect of the fabric to adjust, to prevent the emergence of through-moulding, and then solving then rendering.
I animated the character in order to see the effect of the fabric, this used the knowledge from the modelling course and the animation course, I posed for the release of the peacock in order to see the fabric simulation and the final effect.
