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Kirl
06-05-2005, 01:34 PM
I want to dress a character in a tuxido with clothilde but I'm not sure how to make the shirt, jacket and tie collide with eachother.

I'm also worried about the chest pocket and seems etc, should I use displacement for all those details?

Is it at al possible to use clothilde for a tux?

Any help is greatly apriciated.

mmhnemo
06-06-2005, 06:56 AM
Try to onion skin the clothes. Simulate the shirt first - bake. Simulate the tie - bake. And lastly simulate the tuxedo.

Actually the shirt and tie shouldn't be simulated too loosely because they sit under the tuxedo so maybe just belt them 100% to the body.
Also belt most of the tuxedo but for loose flapping parts.

Displacements will not be accounted for during the simulation so try not to use displacements on the underlying garb for they will be displaced outward and show through the top layers.
If you ever have to deal with this its is going to take a little work to adjust points by hand for every frame where this occurs.

It's entirely possible to do and clothilde can ease the job. Have a go at it.

Kirl
06-06-2005, 08:42 AM
Thanks for the help!

I've run into unexpected problems with the dressing part though, I tried a couple of diffrent colthilde seams (for the dress-o-matic) to tighten around the character but it doesn't look too good.

To manually model the clothes around the character would be a real pain, any tips?

pit
06-06-2005, 08:58 AM
Thanks for the help!



To manually model the clothes around the character would be a real pain, any tips?

If you feel like going outside of Cinema for this, the topology brush from Silo would serve you well here. You can download a 17 day no restriction demo at www.nevercenter.com

Uncle-Ox
06-06-2005, 09:41 AM
Hi

Here's the best way I've found to work without a lot of tweaking after the sim. Select the parts of the body which will be covered by, for example, the tux jacket. Then split it into a new object. Now you "Move Normal" this area away from the body depending on how close the garment should be to the body but no less than about 2-4mm in "real life units" (You can always shrink it a little during the sim with the hover function if need be). Next, you cut away half of the garment so that you will be able to use a symmetry object on it. Now, you simply shape the object manually. If you've got a high res mesh, this will obviously take some time.

The reason this works well is because your jacket's mesh density distribution will then correspond with that of your character.

Additional tip: You obviously would like a nice dense mesh for your garment. I've found that using the "sub-devide" function sometimes causes your mesh to look facetted. (Especially when making it a cloth NURBS and/or an HN. Rather make your polygon object an HN, choose your number of sub-divisions and then make the HN editable. You might have to re-tweak here and there afterwards but its far better than having to re-tweak the entire mesh.

Kirl
06-06-2005, 03:40 PM
Thanks for the tips! :thumbsup:

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