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grrinc
11-11-2007, 08:37 AM
Not clothide, but can anyone shed any light on the techniques for getting clothing geometry onto rigged character models? I have a figure that will now have to go through a few costume changes, and I would like to explore some techniques to simplify this.


Many thanks.

G

Byla
11-11-2007, 10:47 AM
Something like this? (http://rot.si/en/fashion/3/)

I would say, if you are talking about animation, then each costume has to be rigged. I guess you can rigg multiple costumes per character and then for rendering, just turn them on and off. For still shots you will get away with just a rigged character and then manually polishing the costume with modeling tools.

One thing you should know, for good cloth animation, you would usually have to do a separate rig for the costume, since some of them will most surely need a lot of secondary animation.
So, one rigg for the character, another one, based on the characters one, for costume with more or different bone structure for secondary animation on it.

hundredthirtyseven
11-11-2007, 12:33 PM
Creating clothes for animation was never easy. With a secondary rig is still really painful, but I think it's much more controllable than cloth sim. As far as I know you can use SoftIk, spring dynamics with constraints, and the new jiggle deformer for the secondary rig.
And I think it really depends on the type of cloth you want to animate. I wanted to create a how to create a simple Tshirt for a character too, but I honestly don't know how to create a cloth with friction, folding and spring dynamic effects together. These effects seemed to work against each other for me.

grrinc
11-11-2007, 01:09 PM
I'm thinking.....

Clothide sims for looser fitting garments like tshirts, skirts and dresses etc.

Displacement maps and textures for tight fitting garments like shorts, tight tshirts, spandex, etc. ( I could use ZBrush for this )

Rigged clothing geometry for thicker and bulkier stuff like jeans, jackets, thick jumpers, etc.

Is this a way to go do you think?

Byla
11-11-2007, 03:39 PM
something like this, although T shirt is not really a loose piece. At least not here, from where I come from :).

Otherwise, something like this. DEfinately a combination.

Srek
11-11-2007, 04:15 PM
Even if you don't plan to use full cloth simulation clothilde can help you. You can simply belt the complete modelled cloth to the character or leave some free swinging parts unbelted.
No hassle with rigging the clothes etc.
Cheers
Björn

grrinc
11-11-2007, 04:52 PM
Even if you don't plan to use full cloth simulation clothilde can help you. You can simply belt the complete modelled cloth to the character or leave some free swinging parts unbelted.
No hassle with rigging the clothes etc.
Cheers
Björn

Intriguing. I have yet to fully explore Clothide yet and so never assumed this was a possibilty. Thanks for the tip.

With regards to using textures and displacement maps for some types of clothing, is this a possible workflow ?....

Have the main nude characters texture as a PSD.
For an item of cloting, say jeans, have a layer as an overlay displacement map - that can be switched on and off as needed
And have another layer as the colour texture for the jeans - that can also be sitched on and off.

Srek
11-11-2007, 08:21 PM
Sounds doable, you could use Xpresso to link the blending parameters for displacement and colorizing so you have a single switch for clothing.
Cheers
Björn

ds5000
11-12-2007, 05:34 PM
consider the movement of the character... clothide doesnt work very well when your character moves very fast... you somethimes have to increase the polygon count to avoid your character "cutting" through the cloths.

Srek
11-12-2007, 05:41 PM
consider the movement of the character... clothide doesnt work very well when your character moves very fast... you somethimes have to increase the polygon count to avoid your character "cutting" through the cloths.
This does not apply if you only use belting.
Cheers
Björn

ds5000
11-12-2007, 05:44 PM
yes you are correct, Srek... i guess i should have specified... i meant the unbelted parts.

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