It's been a very long time, but I sort of remember cpCloth plugin (I did a lot of cloth for Reloaded but that was in 2003) had the ability to constrain a piece of geometry to a cloth object. During the simulation, the geometry could ride like a "button on a shirt."
Now in 2009, nCloth, this idea of a piece of geometry riding a deforming cloth doesn't seem as straight-forward. Anyone know why? The docs mention component to component as the perfect constraint. I convert my geometry to passive object (isn't this counter-intuitive and extra overhead for the solver?) and constrain all of its points to a few cloth points. The passive object doesn't move with the cloth, in fact, it stays very, very passive. Any ideas on specific workflow for this effect? Or is it typical to convert the geometry to cloth as well, and use plastic presets? Again, seems like a lot of steps for something that should be intuitive.
Duncan's parentToSurface script works, but why wouldn't that just be a feature of nCloth? Seems like converting every character costume detail to passive rigid bodies would be expensive and this option from the previous cloth package would be ideal. It feels like I'm missing something.
Any help would be greatly appreciated. And, Duncan, if you ever read this, the parentToSurface.mel script is a clinic on how write mel code.
Thanks!
walcottd