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3ds Max - cloth simulation question

polycounter lvl 3
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CGXel polycounter lvl 3
Its there a way to simulate clothes like baggy pants while also preserving most of its original shape/look?

Like, lets take this as an example (yes, Inuyasha's pants), I think if I made the shape of the left one and simulate it I would get something like the shape of the right one due to the gravity (worst photoshop ever)


0b31df6733586333572f2d9153d3de39.png


So again, its there a way to simulate clothes like that while perserving most of its original shape?, how?

Replies

  • Steppenwolf
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    Steppenwolf polycounter lvl 15
    You could try make it a closed shape first so it gets blown up like a pillow then put the holes back in and let gravity do its job for a few frames.
  • CGXel
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    CGXel polycounter lvl 3
    You could try make it a closed shape first so it gets blown up like a pillow then put the holes back in and let gravity do its job for a few frames.

    I got a little bit confused, but I think you're basically explaining how to get that baggy pants shape, but that's not what I was asking for xD

    I mean if I already have the model, and I already sculpted the folds in ZBrush, how can I simulate that model with the cloth modifier so it follows my character animation, WHILE also preserving most of its original "baggy" shape.
  • wes.sau
    While making a miniature curtain sim for a 3d dollhouse, I have found that the scale of the sim (cm/unit under Simulation Parameters) modifies the tension of the cloth, looks like it retains more shape. Try messing with like 0.1 - 0.4 cm/unit at first and see what that does.
  • CGXel
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    CGXel polycounter lvl 3
    wes.sau wrote: »
    While making a miniature curtain sim for a 3d dollhouse, I have found that the scale of the sim (cm/unit under Simulation Parameters) modifies the tension of the cloth, looks like it retains more shape. Try messing with like 0.1 - 0.4 cm/unit at first and see what that does.

    Will try!, thank you for the tip :)
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