It's been a long time since I last used Syflex in LightWave. It works with any bone-driven animation so it works fine with imported iPi Mocap Studio data.
But for cloth sims, I like to use LightWave's Bullet Dynamics in Deforming mode because it's predictable and fast.
Be sure to use appropriate geometry with it. If you rely too much on sub-D surfaces, the result will lack detail because Bullet works with the undivided base geometry and it's not going to animate vertices that are not actually there. If the detail is there to start, the sim can look very good with lots of nice folds and detail. To be clear, you can still use sub-D surfaces on top of that; Bullet just needs enough polygonal detail at the base level to work convincingly.
It also works best when all the polygons are closer to the same size. Because of this, I often create a version of my 'cloth' object specifically for simming with Bullet. Sometimes this means simply 'cutting it up' a certain way, but other times you may want to re-topolgize some parts or all of the object using 3D-Coat or ZBrush.
For collision, use proxy geometry (i.e., pills, spheres, low-poly geo, etc.,) parented to the bones. If you try to use the actual deforming character mesh, you need to use MDD caching, set that to Bullet Deforming, and you're going to be waiting all day for a single sim to complete. With proxy geometry, no caching is required and it should only take a few minutes to calculate, and the result will probably be look better.
Hope this helps.
Last edited by Greenlaw on Wed Dec 13, 2017 9:36 am, edited 2 times in total.
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