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materialCLOTH FX Animating Shorts by Eric Frietsch |
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First off you need your model which I will provide for you in this demo. For this tutorial you will be using a low polygon model of legs with shorts and a high polygon model of legs with shorts . I will explain later why you need a high-res model and a low-res model in this tutorial.
Unfortunatly, ClothFX is relative the to size of model that you are using. Alot of tweaking will need to be made in order to get the best results for new characters. First off I want to give you a vocabulary of what each item is under every tab so you will have a better understanding of what to expect. |
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Basic Tab -Weight defines the weight of the material. - Resistance controls the amount of air resistance. - Sub-Structure — The surface of a pure, elastic body model has a high degree of freedom, which causes the object to easily distort. To prevent distortion, you can apply an auxiliary MD form, called a Sub-structure , to restrict the instability of the surface. This can improve your results with a twodimensional object (i.e., one with no thickness) making it act as if it has some thickness. However, this reinforcement can require a high Sub-structure setting that can take longer to calculate. - Hold-Structure — Because a pure elastic body model simulates only the surface structure, it can be limited to two-dimensional motions, like with a bed sheet. In order to simulate elastic threedimensional motions, such as some gelatin, a Hold-structure needs to be used. This parameter causes a surface to tend to maintain its original shape, like gelatin does when it jiggles.
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Collision Tab
- Collision Detect — reflects the influence of other objects upon the motion of an object. This lets you create complex motions caused by obstacles. The simulation is performed by taking an object that collides (the collision object) with the elastic body model (dynamic object) into the calculation. - Exclusive Collision — Selecting an item from this list will exclude all other collision objects from the calculation. - Interaction — By Default you would want Interaction set to “All” so that All geometry with interact with each other. However you have the option of limiting the interaction by Vertex Maps . - Collision Offset — By default the collision offset is set to 0 so that the collision object will collide with the surface of the target object allowing the target object to deform. Increasing the Collision Offset will result in the collision object deforming the target object at the distance specified in the collision offset field. - Bound — adds a rebounding speed change at collision. - Friction — Like real world friction, the Friction parameter makes the surface less slippery. So if you want the Dynamic object to tend to slip off the collision object, set Friction to 0. If you want it to stick more, increase the value. - Connected — If you activate “Connected” it will treat each set of Contiguous points as separate objects that collide with themselves. - Self Collision — The Self Collision setting can prevent an object from crossing itself when the object is transformed. Self Collision is calculated based on a point on the target object and a polygon on the collision object. If a surface has Self Collision and Collision Detection active, Self Collision is computed on the same surface. - Double Side — Collision Detection is detected even if the motion is from behind the polygon. - None — points move based on wind direction. - Polygon — points move based on wind direction + point normal. - Polygon (front) — points facing the wind move based on wind direction + point normal. - Polygon(back) — points facing away from wind move based on wind direction + point normal. - Mode Ratio — sets the amount of Resistance applied to specific effects set by Resistance Mode versus standard. 75% sets 75% of the Resistance Mode and 25% of the standard resistance. - Stretch Limit — To prevent a surface from stretching like rubber, lower the Stretch-limit below the default value of 100%. This restricts the amount of the surface to be stretched. - Polygon Size — Changes the surface to a specified size. For example, a value of 90% reduces the size of the surface to 90%. Use Polygon Size to reduce the looseness of a dress or to create frills. - Fiber effect — Allows you to set an axis for the traditional Fiber effect , basically making a certain axis “stronger” than the others. For example, setting Y makes the built-in folds of the dress (dress_ fx002) stronger so the folds aren’t disregarded during calculation. - Relax Start — The Cloth FX object starts out with no Stress State - Resolution — Set the accuracy of calculation by how big the maximum error is. When it approaches 0 the accuracy increases and errors will decrease, but calculation amount will also increase so it will take more time to calculate. - View Feedback — Set the feedback in Layout when controlling Cloth FX. When the display is poor or the display speed is slow, you uncheck this. - Numeric Feedback — Set the numerical feedback in Layout when controlling Cloth FX. When the display is poor or the display speed is slow, you uncheck this. - Presets — Similar to surface presets, Cloth FX has 5 built in presets that give you a good place to start. Presets include: Cotton Thin, Cotton Thick, Silk, Rubber, Jelly. - Clear Motion — Clears a loaded Motion file. - Save Motion — saves the generated motion to a file, which will be used subsequently to deform the object. - Load Limit — Loads Limited Frames. Example : If you have a MDD file with 2000 frames of data you can limit it to just 100 frames to make it less processor intensive. - Playback Mode Info — Clicking the Info button brings up a window that gives you the version # of Cloth FX and MDD file information. - Edit Start/Edit End — Use the Edit Start and Edit End Fix options to lock off frames from being edited. This is the range of frames that the user will be able to edit. All other frames will be fixed (locked). - Edit Size — (Edit Range) This field changes the influence range. - Sewing — This button is the third step in a three-step process of sewing Nodes together using the Sewing tool. |
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Step1 |
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| You should get a screen that looks like this. In the properties panel there are many tabs, but the tab that we want is the Dynamics tab. Click on the Dynamics tab and then go to Add Dynamic. Select Cloth. |
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| ClothFX will appear under Name and double click it. You should see more tabs pop up. |
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| Under the Basic Tab there is a panel that says Fix. You want to select the item that says Fixed/Part. What this does is keep the shorts from falling off the screen when you calculate. In order to create fixed points you must fix them in Modler under the View tab. Then Create Part and name appropriatly. |
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| Step3 Next go to the Etc Tab and choose Cotton(thick) under the Presets panel. Also add -9.8m Gravity under the Y axis. As this is real world gravity. Hit Calculate to see what happens. |
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| Step4 Now we need to tell the cloth that there is a collision object that it needs to use. Select Fatty_LowRes:Layer1 Click P for Properties and go to the dynamic tab for this object as well. Add ClothFX to this object layer as well. Under the Basic tab you will need to Fix <all>. This prevents your object or our Character in this case from being deformed in any way when the Calculate button is hit. |
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Step5 Next you will want to go to the Collision tab and make sure the Collision Detect is set to <all>. This lets the cloth know what the collision object is. Also turn the Interaction to <all> because we want the cloth to interact with our entire model.
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Step6 Step7 This allows you to not have to Calculate it out again if you close Layout and open it back up again. |
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| Step 8 Ok now we need to get our hi-res models to replace our low- res models. The reason behind useing low polygon models in the first place is that it makes the Calculation time much faster. Depending on how many polygons your hi-res model has, it could take years to render and that is where the low-res models come in. Make sure you are selected on Fatty_LowRes:Layer1 and go and Replace this layer with Fatty_HiRes:Layer1. OOO Yeah now it is looking better. |
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| Step9 Bringing in the hi-res model of the Shorts however is not as easy. The first thing we need to do is load in the hi-res model of the shorts labeled Fatty_HiRes:Layer2 |
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| Step 10 The next thing we need to do is Parent the hi-Res model of the shorts to the low-res model of the shorts. So his (m) for Motion Options and parent away. |
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| Step 11 Now, while still on the hi-res shorts layer we need to hit (p) for the properties panel and go to the deform tab and Add a Displacement. The Displacement we are adding is called FX_Metalink. This niffty little plugin links all the calculations we did from the low-res model of the shorts and applies it to the hi-res model of the shorts. |
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Step 12 This is a fairly quick and easy method in creating great looking clothing for a character. |
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