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Toxic Frog
06-03-2005, 08:50 PM
Hello all,

After many days of tearing out my hair, I've finally gotten pretty good results using cloth.

I'm making a character with cloth pants and a cloth vest. Both deform and react pretty well on their own, but they refuse to stop crashing through each other.

How can I ensure that the cloth objects will collide with one another? I'm sure it's something simple that I've overlooked, and I'd appreciate any insight.

Thanks - I'll reply with the results from any suggestions.

RokieTheJawa
06-11-2005, 01:32 AM
Try this, go to "Object Propierties" and then add the cloth object as a collision object, if this seems not to work then do the same with the other one, that may work, in theory. I haven't tryed it, but you may try to put both cloth objects as splines on the same object and then simulate them checking the "self collision" option at the bottom of the rollout. It works with me, but marks some errors and then stops local simulation, I solved one of this problems by saving the state and then restarting the scene.

I'm working with the new extension but I still don't know how to use textures and UV, because I can't add UVW modifiers and preserve the UV coordinates, because I use them before I use the Garmet Maker, so, I can not add UVW modifiers to a Spline objetc, if you know how to do this, then please tell me, hehe, because I going madness with that little problem.

This is a sample of my cloth.

Darth Gefallen.

Headless
06-11-2005, 03:36 AM
You should always do each piece of clothing as a seperate sim. By that I mean simualate the cloth that is closest to the character's skin first, then copy the simulated shirt and create a seperate simulation for the pants, using the shirt copy as a collision object.

If you do a search for a thread called 'ClothFX General Advice', that should give you all the advice you need on using Cloth Extention. Also check out the cloth tutorials and scripts provided here (http://www.time-in-motion.com/), as they are fairly invaluable. Some quick advice: make everything in your simulation (cloth and collision objects), so that their topology is as close to perfect squares as possible. The conform wrap script and tutorial on Time-In-Motion will help with that.

Do note that even if you were some kind of cloth master, you're still not going to get everything simulated perfectly without some clipping at some point. In those cases where you do, I suggest creating a morph target for those verts that are clipping, that moves them away to where they aren't clipping, then animate the morph at the point that they clip.

Anyway, like I say, if you read that ClothFX General Advice thread, that should help you out.

Rokie: Personally I don't use garmentmaker. I make low res proxy objects split into perfect squares for the sim, then I skin wrap detailed clothing to the proxy clothing. As such, I just create and UVW map my high detail clothing as if it were a regular model.

Frankyboy
06-11-2005, 06:37 PM
GarmentMaker applies its own UV coordinates. If you want to make your own, add a UVW modifier after GM, after setting GM to "Flat Panels" output. Since you are mapping a flat object, it should be easy. (note that you set GM output to "Flat Panels" AFTER applying Cloth modifier and sewing together the garment.)

RokieTheJawa
06-13-2005, 09:22 PM
Thank you both for aswering.

I did as franky boy sugested, in fact, I did it using a diferent way. Because my sim already was started, as Frankyboy here says, I used another file. What did I do?

Ok, I was using a density on the garment maker of 2.0, so It was a little hard to work with a previous saved scene without the seams and that density, so I changed the density to .3, made the same seams and added an ID for each panel, then I changed back the density to 2.0, and finally added the UVW modifier. I used an ID different for each panel, so this was easier to work with UVW and then get a layout. Sometimes, if I change the density it ask me to do another simulation, so I preserved the old simulation on another file and saved the UVW mapping wanted into a File, then loaded this file into the perserved simulation and it worked.

I used a checker style texture bitmap for my model and it worked.

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06-13-2005, 09:22 PM
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