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Chapter 29: Adding and Styling Hair and Fur, and Using Cloth
                                             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.
                                       FIGURE 29.10
                                     The Object Properties dialog box includes all the parameters for the cloth and collision objects.































                                             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, includ-
                                             ing Burlap, Cashmere, Cotton, Flannel, Rubber, Satin, Silk, Terrycloth, and Wool, among others.









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