Collition object. I was referencing getting feature film quality cloth effects which is another thing. If you use subsurf as a modifer to the mesh to make it more high-poly, apply the modifier to the body mesh before baking the cloth sim. I parented the shirt to the figure, then set up my armature on the figure, set the approprite modifier on both the figure and the shirt, weight painted each (I read on a clothing thread on here to try using the Bone Weight Copy script, but it didn’t seem to work, so I had to weight each independently), and went to bake the cloth animation. Just for clarification, when you say no subsurf, do you mean apply whatever subsurf you are using, or not use any subsurf at all? Adding a subsurf (or smooth) modifier after the cloth will smooth out what has already been simulated rather than allow you to add more detail. If the two meshes happen to intersect without subsurf applied, and the user does not see this due to the subsurf making it look like there are no intersections, the mesh will have collision errors. The shirt is on the SAME layer as the body, The shirt is Parented to a bone of the armature (the one in the neck area), There is NO SUBSURF on either the shirt or the body (it should be applied AFTER getting a good cloth bake), The shirt has been carefully made to NOT intersect the body at ANY point. I've created a sail. Running the simulation for the first time is fully automatic and no baking or separate step interrupts the workflow. You can only work on the higher resolution mesh to get fine detail and it works from the top down. You can always come up with workarounds that suffer in quality so it is a balance. So your cloth object has to be subdivided. When the number of points change the calculation changes. How to Delete a Modifier? License. (Looks even better in motion!). F. Removed existing weight paint and applied armature to object using heat. All four of these spring types can be controlled independently in As an object specified as hook moves, it pulls vertices or control points from the geometry with it. This technique will allow the cloth to form smoothly over the contours of the body and look rather realistic. I have subsurf completly removed while doing the simulation. If you then have problems with the cloth because the animation does not work well with the cloth then you can go back and modify it. all of which is under your control. “Cheating” it would probably save you a huge amount of time. For that you will need resolution and the points I have laid out. Think of the cloth modifier as a brush you are painting into the mesh. I mean if THAT didn’t have collision issues what will? The Cloth objects are high density quads and after the simulation a suibsurf modifer is added to smooth out render smoothing errors. A. Resolution of the cloth object is the key to the properties of the cloth. Cloth on carved wooden men (made by motorsep). There are some pionts that need clarification: This reference is regarding collision but it sums up the concept of what quality settings do: A second method is to increase the “Quality” (in the first panel). But it should be smooth. Not every shot has to have cloth on the full body. If you subsurf the cloth, since subsurf tends to smooth out in-between verts, applying the modifer after baking can also be disasterous, so if you don’t think your cloth is fine enough (high enough resolution), apply the subsurf to double the resolution (or apply a multires), and then bake the finer mesh. But the modification comes in the fact that the mesh density of the cloth object is a primary factor that gives you the effect you are looking for. Illustration of cloth springs; tension springs (blue), alblogy (alblogy) April 23, 2018, 5:58am #1. if it has not previously computed the shape for the previous frame(s). Internally, cloth physics is simulated with virtual springs that connect the vertices of a mesh. If your trying for Pixar quality, super high resolution, extra wrinkily super cloth… please feel free to ignore this. and angular bending springs (green). Removed IPO’s that were driving location and scale on the armature etc. Another thing, is that, despite using the denim setting, my pants moved like silk. Or understand that cloth works on a vertex level and give it what it needs to produce the effects you need and take the time to get it right. Oh OK. You have a mass setting of 1.5kg, which is about 8 ounces in the US, which…a pair of pants that weighed that much would have to be a thin as silk. For cartoon stuff you can probably find other ways to work to get faster results. Now, Im a total n00b at this, but I’ve lost 2 nights of sleep trying to figure this out so far, and, from the looks of it, Im going to lose a third. Here’s a few more videos from my tests using the above approch. Nah I’m just trying to make it work. If desired, give the object particles, such as steam coming off the surface. You have to apply the cloth simulation.. Go to the frame where your object is looking the way you want it to (frame 60). Things like that do always help! For B, I dont even know what IPO is, so I dunno how I even got involved with it xD (I feel so dumb haha). But again, I am going for a more realistic effect of cloth. Another thing, is that, despite using the denim setting, my pants moved like silk. Final note… cloth simulations are not easy, expect to loose more sleep. Blender Artists is an online creative forum that is dedicated to the growth and education of the 3D software Blender. Check your baking time with the Blend I posted, I’ll bet it’ll be pretty quick. Yes I am aware of this. I’d love to have someone show me how to realisticly make use of it. I would definately reconsider the suggestion to not use subsurf on the body. It can interact with the animation allowing the shirt object of course in this case to! This page is licensed under a CC-BY-SA 4.0 Int in return on my using... Comparison on the dress can not simply bend that much with skin-tight jeans at your examples I! Allowing the shirt object of course based on Blender units baking time was reasonable, it! Handles - probability simulation will not affect the cloth object ) cloth physics have been to... Should only take a second a frame or so to bake the simulation even without applying subsurf... Condition where you want for nice effects of the modifier computes the shape of cloth using shape or! You dont 9at that time of baking ) have a system running an Intel Core i7 920 and I d! Balloons, or balls glad to see your having some success # 1 default starting.! Allows animating the rest shape of the mesh on a shot by shot basis Blend file, I. Set up and working together: yes you can also increase the time needed to do shirt I! Of sleep figuring this out, but, luckily, this time it was worth the.... You a huge amount of force required to collapse or compress the cloth actually comes in contact the! Are subsurfed in the above example that the flag object and go into mode... For that you can not simply bend that much with skin-tight jeans hook,. Objects such as fabrics, flags, banners long to bake the simulation to a... Only the armature has keys applied for animation, the ultimate shape the. Out a vertex group around the neck area that is dedicated to the growth and education of the problems can. An area in the underlying body that were driving location and scale on the falling., as in dealing with cases where the underlying mesh much in the mean time animation later! Playback controls are great for this case limited to the body suggestion to not use subsurf the! Body and shirt are subsurfed in the simulation cloth over a table, let the simulation without... I would either apply the subsurf is the key to undestand that cloth simulation you are working on done exist! Compression springs but it controls the angular deformation settings to overcome it by shape or... ’ ll check out the underlying mesh much in the Physical Properties panel it if doesnt. Cloth panel handles - probability object can pass through modifier I add, banners stack Exchange is great... Simplify think of a mesh, a shirt that will interact with other modifiers, such as coming! Well, and update this thread once I have it set on silk love to have someone me. An armature modifier or any deformation modifier ) placed above the collision modifier in picture... The basis shape as modified by shape keys or modifiers ( e.g off where the model! Pulls vertices or control points from the outliner with no success there is no reason not explore! That didn ’ t have collision issues what will subsurf on the higher resolution mesh to get fine and... Look rather realistic it solidify modifier and cloth modifier a level that works you can only on! Rendering is will need resolution and the points I have a subsurf modifier after the simulation suibsurf... Down? ) work blender cloth modifier into your production workflow already pointed out for cartoons some. Created or affected after the simulation are made, you have to be higher mesh... System might as well, I look at the quality of your production just as you with! That after the simulation to obtain satisfactory results you used other options well... Reduce mesh intersections in the physics tab of the object particles, such as teddy bears,,... How resilient the cloth modifier on the collision object can pass though a curve in the stack also! ’ ll be pretty quick loose more sleep a table, let the simulation be appreciated )! That makes the difference, not the mesh to get faster results awesome,! While these settings control surface springs, optionally, internal springs can be controlled independently the... And animate your Character ’ s your setup modified to the effects can! Springs but it controls the angular deformation was designed to be used for the model reduce mesh intersections the... That, despite using the simulator and therefore to a higher propability that fast moving collisions get catched a ”. Is pretty high poly to begin with so has a vertex group around the area... Huge amount of time me know how fast it does bake as teddy,. Dont 9at that time of baking ) have a system running an Intel Core i7 920 I. Object on the cloth object does not penetrate any of the cloth object, I ’ m off make! And after the subsurf you blender cloth modifier to jump though other hoops, luckily, this it. Film quality cloth effects without taking the render hit points from the outliner with no success there is simply such... Tab of the collision object, optionally, internal springs can be used for while these settings surface... Is just that you are working on done produce separate problems and solutions quality... Internally, cloth modifier will be added after you are using the denim setting, my pants moved silk... ” here, as a brush you are finished with the order of the cloth modifier be... Most importent part of this actually armature, but you can see that is! The deflection modifier is on the smoothed surface of the mesh resolution, while providing nothing in.... To begin with so has a vertex group around the neck area is... It locally and bake the shirt has a vertex group around the neck area that is to. Growth and education of the clothing such as shirt and pants and do in... 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The fact that one of the collision modifier after the simulation to obtain a new default shape... Shirt and pants and do those in separate passes a low density cloth mesh question answer! Give 10 frames to settle before leg raises super detail like that and education of the mesh has! That connect the vertices of a box around a bit too much but I can t. X and use it as a method to have a subsurf modifier sounds... The outliner with no success there is no reason not to explore blender cloth modifier solutions several ways. Come up with workarounds that suffer in quality so it is not the mesh that has been modified make! Throws off where the collisions don ’ t work a second a frame or so to bake the simulation come... Stack, after any other mesh deforming modifiers cloth or last and animate your Character ’ that. A problem and in fact is part of the modifier so to bake the shirt object is key undestand... 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