AIToday
Image GenerationZenn AI/MLPublished: Oct 19, 2026, 10:00 JST

Pleated skirts: dev caps stride at 0.2, calls cloth sim overkill

Pleated skirts: dev caps stride at 0.2, calls cloth sim overkill

3 Key Points

  1. What happened

    The author found that simulating each pleat as cloth is overkill, since painted folds with AI shading now look fine, and that a tight ankle-length skirt stayed broken even after cutting stride to 0.2.

  2. Why it matters

    The piece argues cloth sim cannot enforce folds it cannot distinguish from their flipped state, so the practical fix is limiting motion or hiding errors, not perfecting the simulation.

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Context & Analysis

The chapter sits inside a longer book about building a knee-length skirt that survives walking, running and crouching in a game. Earlier chapters established that cloth simulation mainly preserves thread length, which is enough to hold a simple tube shape. Pleats break that guarantee: a zigzag folded from one sheet keeps every thread length identical whether the fold faces out or in, so the solver sees no violation to correct. Adding ordering rules to fix this made the rules fight each other, pushing folds flat and flipping them again. The author measured 5 pleat types at 4 lengths across standing, walking, running and crouching, and found no cloth failures, but 36 combinations still misbehaved. Rather than chase those to zero, the author argues the remaining work is tuning motion and stride, not fixing the mechanism, and stops there. A separate problem is geometric: a 1.34 m hem cannot wrap legs that need 1.98 m at full sprint, so the skirt was made to slow the character instead of the animation being fixed. For the tight ankle-length case, the author concludes that a garment impossible in reality is also impossible in simulation, and settles for a shuffle.

FAQ
Why did the author stop trying to fully simulate the pleated skirt?
Pleats can be drawn onto a cylindrical skirt, and AI now adds light and shadow to painted folds, so the shape-based approach costs far more effort for little gain.
What happens to the tight ankle-length skirt in the end?
It is treated like a rope binding the legs: stride is capped at 0.2, and the skirt still breaks occasionally, which the author leaves as is.
How were the remaining visual errors hidden?
Pixels where the body pokes through the cloth are simply not drawn, using an invisible marker placed when the skirt is rendered first.

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