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3ds Max 2012 Bible - Kelly L. Murdock [334]

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in the Top viewport. Clothes patterns also can be imported and used. Include a break at each corner of the panel, or the modifier will round the corner. After you have all the various panels created, convert one of the panels to an Editable Spline object and attach all the panels into a single object. You can apply the Modifiers⇒Cloth⇒Garment Maker to the set of panels.

Tip

The easiest way to create cloth panels is to draw the entire cloth panel and then use the Break Vertex command in Vertex subobject mode to break each corner. •

When the Garment Maker modifier is first applied, the panel outlines are made into mesh objects and subdivided using the Delaunay algorithm, as shown in Figure 29.9. This algorithm uses random triangulation and divides the triangles into roughly equal shapes. This helps keep the cloth from folding along common lines caused by regular patterns. You can alter the number of polygons in the subdivided mesh using the Density value. If the Auto Mesh option is disabled, then you can update the density change using the Mesh It button. The Preserve option maintains the 3D shape of the object. If Preserve is disabled, then the panel is made flat.

FIGURE 29.9

The Garment Maker modifier uses the Delaunay algorithm for subdividing cloth meshes.


The next step is to position the panels so they surround the model that they will be draped over. The subject that is to receive the clothes can be selected by clicking the Figure button in the Main Parameters rollout. After an object is selected, clicking the Mark Points on Figure button makes a small figure outline appear in the upper-left corner of the viewport. This figure outline has markers corresponding to the chest, neck, pelvis, shoulder, and wrists. Dragging over the body of the character lets you mark corresponding locations on the character.

After body parts are marked, you can select a cloth panel and use the Panel Position buttons in the Panel rollout to position the various cloth panels around the body. The Panel Position buttons include Front Center, Front Right, Back Center, Right Arm, and so on. You also can position the panels manually.

The Garment Maker modifier has three subobjects: Curves, Panels, and Seams. With the panels in place, you can stitch seams between the panels using the Curves subobject mode for flat drawn panels or with the Seams subobject mode for panels that are positioned about a model. Each seam edge should be relatively the same length. The Seam Tolerance value sets how far apart the two edges can deviate. For each seam, you can set a Crease Angle and Strength. The Sewing Stiffness value determines the strength that the seams are pulled together.

After the seams are defined, you can apply the Modifiers⇒Cloth⇒Cloth modifier to pull the panels together and simulate the cloth's motion.

Creating cloth from geometry objects

Any geometry object can be made into a cloth object using the Cloth modifier available by selecting the Modifiers⇒Cloth⇒Cloth menu command. Although the modifier is added to the object, it is set to Inactive by default. To activate the cloth, you need to open the Object Properties dialog box, shown in Figure 29.10.

The list at the left holds all the objects that are involved in the cloth simulation. New objects can be added to the list using the Add Objects button. Each object can be set to Inactive, Cloth, or Collision Object, and properties can be set for each type. For cloth, the properties include Bend, Stretch, Shear, Density, Thickness, Friction, and Scale values. Defined cloth settings can be saved and recalled. Cloth property files are saved using the .sti file extension. Max also includes a sizable list of presets in a drop-down list, including Burlap, Cashmere, Cotton, Flannel, Rubber, Satin, Silk, Terrycloth, and Wool, among others.

In addition to objects added to the scene, a cloth simulation also can include forces. The Cloth Forces button opens a dialog box where you can select which forces in the scene can be added to the cloth simulation. Gravity is added by default automatically

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