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DarkBane
02-27-2003, 07:17 AM
I've modelled this character's body in Polys, but the cloak is Nurb Patches.

I have these in two seperate pieces because I'm going to have some scenes with the cloak off.
I have the Poly Model smooth skinned, but I was wondering how I should go about doing the Cloak.

I was thinking about making it a cloth object, but I don't know how to do that, and I haven't found a good tutorial on cloth yet.

I've heard of Wrap deformers, but don't know anything about that either.


http://www.cgartistix.com/CGTalk/Cloak.jpg


I'd appreciate any advice on how to approach this, or if anyone knows of any good cloth tuts.

Thanx

playmesumch00ns
02-27-2003, 09:47 AM
Why don't you look in the online docs for cloth tutorials? hit F1 and it's all explained there. Now let's see...

You can create cloth 1 of 2 ways.

1) You can just convert a nurbs or poly object to cloth.
2) You can make a garment by building individual cloth panels, stitching them together and then draping it over your character

I'm guessing you're going to want to go for 1)

However, it's a better idea to go for 2). Why because:

Originally posted by the F1 key
With NURBS objects and certain procedurally-generated polygonal objects, you can get artificial stress lines caused by the regular tessellation.

If you change the topology of the polygonal object after simulating, you have to resimulate.

Only the transform, field, and mesh constraints work on cloth objects. If you change resolution, you must reattach these constraints.

Important!
Cloth objects originating from NURBS surfaces are inherently unstable in stressful environments due to their regular tessellation. Regular tessellations contain unnatural biases for bending, which can cause the surface to collapse when bent in those directions. We recommend that you use a cloth garment instead of a cloth object if the cloth will be put under stress, such as folding or significant stretching.


Now I found this out on my last project, and artificial stress-lines are not something you want. So take the time to model your garmet properly.

Then make your body a collision object, turn the solver off and give him a walk cycle, turn the solver on and simulate! Pay particular attention to what it says about draping your garments before simulation!

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