It looks like nothing has happened, but in fact you now have a second copy of the skirt mesh, “baked” into the position corresponding to the current frame of the animation. This technique can also be used to create low poly meshes that have the same shape than high poly meshes. Or apply another modifier like subsurf to smooth the look of the clothes as shown in picture Adding the Subsurf modifier. There are tons of textures you can find online. Help! From here you can work on the basic clothes you've created as you would do with any other object in Blender (reduce polygons, assign weights, add materials, etc) and then export it as a nif file to use it in your game. Use the left- and right- arrow keys to step through the animation one frame at a time, until you find a position for the skirt that you like. Its the vertex density that matters, not if its actually tries or quads. 1.Exporting from studio to blender. Add the Shrinkwrap modifier. In this tutorial, we will be making a simple skirt, and using the cloth physics system to make it fall in realistic-looking folds. At this point, you can delete the original animated skirt mesh (or move it to another layer for future reuse), leaving the nicely-folded copy. I've made a guy with some clothes, I would like to rig it now, however, when I raise his leg a bit, his skin comes out more as seen here: How do you stop this from happening? Import the body and add a cube. Now on YouTube, this teaches you to make morphs in Blender and load them on clothing items in DS. At this point you can subdivide your mesh a little more, extrude parts of it or move some of the vertices, until you get the shape you want. For example, for leather, search for a leather texture. It is important that you keep the center along the z axis to be able to use the Mirror modifier to model the clothes. To make clothes look like clothes, we need to add a realistic texture to them. Select all vertices in the skirt, press, While you’re at it, switch to OBJECT mode and look in the Tool Shelf for a pair of “Shading” buttons titled “Smooth” and “Flat”, Now we have to specify that the waist of the skirt will stay fixed in place as it falls: deselect all vertices, and select the innermost ring of vertices. Subdivide and extrude the cube. Before doing the next step, we need to enable one of the standard addons that come with Blender. Really great plugin for Blender! We are going to use the Mirror modifier that will allow us to work only on onw half of the mesh, replicating the changes symmetrically to the other half of the mesh. Import the body and add a cube. When I asked if it is possible to create cloth objects, such as bags, Alexander (the developer) responded blazingly fast and immediately came up with a small tutorial on how to create it. The mesh shown in picture Adding the Shrinkwrap modifier is exactly the same than the one shown in picture Subdividing and extruding the cube. I’ve recently been trying to create suitable materials for a character’s clothes: I’d like to make them as realistic as possible. This page was last edited on 4 February 2017, at 17:06. However, check the box titled “Pinning”; now you can click in the field just below it to bring up a popup menu of all the vertex groups in the mesh; this should just contain the one entry named “Waist” you created earlier, so select that. Rerun the animation (. Then save it in a folder you can access with your character. Adding a cube. To create basic clothes using this technique first import into Blender the body you want to create the clothes for. 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