View Full Version : Question about modelling bandages
09 September 2006, 03:21 PM
How do you go about wrapping cloth around a mesh like you've done with the arms, legs, etc...
I'm using Max, but I also have Maya, so any answer for either will help.
For example TES's wonderful model :
09 September 2006, 02:46 AM
....errrrrrrrrrr.....you kiddin' me right?.....a lotta ways, depends on the software....Maya....create splines an' loft an' then tweak....or you could extract the faces from the under lyin' mesh...blah blah....use ur imagination...LOL
10 October 2006, 04:37 AM
I don't think he's kidding anybody...considering he quite seriously posted a thread, with a quite serious question; I don't know if you've even tried lately, but it's actually quite difficult to get quality looking cloth bandage wraps...
a. You can't just extrude from the underlying mesh because bandages are a solid piece of fabric wrapped around the arm, overlapping numerous times.
b. You could try lofting, but that's insanely inefficient; besides, if you can make the curves to work with, you probably could just model them all by hand with polygons...and in my case, a non-poly result is not going to work (or for any person who plans to do custom textures)
Maybe had you just spent over 4 hours researching and trying to model quality looking cloth bandages, you wouldn't be "LOL'ing" at people's inquiries about a, quite frankley, genuinely difficult task.
Kurosaki--I will be glad to post any help.
1. Firstly, I made a spiral spline--some versions of some packages offer this as a premade curve primitive while others may require more creative methods of creation. I for example created a Polygon Spiral primitive (Maya v7.0) converted Poly > SubD, then SubD > nurbs--selected a curve and did "Duplicate Surface Curves."
How you get the spiral is your task, but once you have it... move the CV's back and forth so you have a more random configuration, as seen below...
2. Once you have that laid out, create a lattice deformer (I think it's called a "ffd" in 3dsmax) and just conform it to your model's arm... as seen below.
Currently, that's as far as I've gotten...I'll update when I get more, but essentially just do that--extrude along the curve, and manually tweak it so you have the layered effect. I'll post more detailed instructions (with pictures) when I get there myself...
Hope it helps.
10 October 2006, 04:53 AM
Thanks ALOT!!! Gremlin. You have been soooooo much help ever since I came to this delightful place. You are trully amazing thanks for your help. I wish I would of known this before I started on the cloths, mine is no way accurate, actually it's just a bunch of circles. I will be sure to try your wonderful way. I used the cloth simulator in Max, not reactor though. I turned down the U scale, and raised the self clossion, lowered the offset and some depths. And the cloth began to tighten up on the mesh. I'm sure your way is better, since you are amazing at what you do.
Here is the AW :
Also, thanks for standing up for me, and what is right. Thanks alot. :)
10 October 2006, 05:04 AM
I just trying to be of some help--its pretty difficult, here's another update on my progress...
I put a gradient material on it, so I could do the modifiations easier--I have to convert to polygons and do some more modifications, but it's tough. I imagin if someone had the time, you could just dynamically create it with cloth simulation...which I may do at some point just as a test...
10 October 2006, 05:06 AM
Thanks again Gremlin, looks like it's comming along greatly. Is that for the female assassin? If so, I can't wait to see updates on her.
10 October 2006, 05:21 AM
haha yea...im hiding the updates for a while, ill be sure to let you know though.
10 October 2006, 05:24 AM
He he, I definetly can't wait for them.
10 October 2006, 05:33 AM
Actually, I don't like to use FFD's to wrap bandages. Basically what I like to use is path deformers and just create a polygon strip for the bandage. Once you've setup a spline that will represent the way your bandage will wrap, you can throw a world space modifer (WSM) path deformer on the polygon object and pick the spline as the path. The great thing is that once the axis and path follow settings are typed in, you can go back to the spline and add remove and reorient points to get a really cool looking wrap. It's a very manageable way to work.
Once thats all done, I snapshot the polygons because you cannot collapse the mesh with the WSM on there. I get them positioned nice and do any vertex by vertex tweaks I need from there.
10 October 2006, 06:10 AM
Hey Arc, thanks for the explination. Mind showing us some pics on the technique?
10 October 2006, 09:42 PM
The method I was using I don't really like either--but it's the closest I got; I tried softbodies, cloth sim, shrink wrap, and the lattice with curve extrusion was the closest I got.
From what I understand, what you've said is actually no different than extruding along a curve--except that you can reorient the CV's on the curve in order to directionalize the geometry of the wrap...which is the problem I'm having--you can't do that in maya.
I'm about to just say screw it, and do it via cloth sim and run an animation that wraps the bandages around her arm, lol.
10 October 2006, 12:19 AM
I started doing the bandages via cloth simulation--and its working out pretty well so far. This is a screengrab of mid-calculation; if there are any bugs I'll delete the cache mid-animation and re-solve.
But I think this method is going to work, and work well. It actually involved a bit of math, but essentially I have the same spiral path in the other pictures--but scaled up in the Y/Z, I have a transform constraint on the cloth at both ends, while 1 end is animated along a motion path using the spirally curve.
There was some tweaking and stuff, but essentially that's how I set it up.
Here's an animation: http://youtube.com/watch?v=6PQxonCBh-w
10 October 2006, 01:33 AM
SMART. It all makes sense. I want to look at your character via Telepathy. :D Awesome thinking.
10 October 2006, 07:03 AM
I wish I wasn't so inexperienced with cloth, because a lot of this is trial and error--reading the manual on cloth is sort of helpful, but I feel like the solver produces different stuff even without changing the settings.
You'll see the result on Assassin though! :)
10 October 2006, 07:03 AM
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