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Part VI: Advanced Modeling
In addition to objects added to the scene, a cloth simulation also can include forces. The Cloth Forces but-
ton 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 to the simulation. You can set the Gravity value in the Simulation
Parameters rollout along with several other parameters, including the Start and End Frames.
With all the objects and forces added, click the Simulate Local button to set the initial state of the cloth sim-
ulation. This drapes the cloth over the scene objects and pulls all defined seams from the Garment Maker
modifier together. Sometimes the Simulate Local button moves the cloth panels together too fast, so you
can use the Simulate Local (damped) button to add lots of damping to the scene to prevent problems from
panels moving too fast.
Tutorial: Clothing a 3D model
If you’ve ever wanted to design and outfit a set of models with a custom-made line of clothing, here’s your
chance. Using Garment Maker and the Cloth modifiers, you outfit the 3D model with a set of clothes.
Watch for this new line next spring at your local retailers. This excellent female character was supplied by
Zygote Media.
To create and apply a set of clothes to a 3D character, follow these steps:
1. Open the Zygote woman with clothes.max file from the Chap 29 directory on the DVD.
2. Select the Create ➪ Shapes ➪ Line menu command, and draw in the Top viewport the front out-
line of a simple tank top and a simple skirt. Make sure the panels are closed splines. Then right-
click in the viewport to exit Line mode.
3. Select the Tools ➪ Mirror menu command, and create mirrored copies of the clothes for the back
side. Then convert one of the panels to an Editable Spline, and attach all the other panels together
into a single object. In Vertex subobject mode, select all the corner vertices in all panels and click
the Break button.
4. With the clothes selected, choose the Modifiers ➪ Cloth ➪ Garment Maker modifier. This auto-
matically subdivides all the cloth panels into multiple polygons.
5. In the Main Parameters rollout, click the Figure button and select the female character. Then click
the Mark Points on Figure button. A small figure appears in the upper-left corner of each view-
port with the upper chest area marked in red. Drag the cursor over the character until the match-
ing upper chest area is located, and click. Repeat for all the marked positions. When all points are
marked, click the Mark Points on Figure button again to exit marking mode.
6. In the Modify panel, select the Panels subobject mode and choose the tank top’s front panel.
Select the Top at Neck level, and click the Front Center button. This places the tank top’s front in
front of the character. Repeat the placement for the other panels. If the placement isn’t correct,
manually move the panels until they are in front of and behind the character, as shown in Figure
29.11.
7. In the Modify panel, select the Seams subobject mode. In the Front viewport, select two edges
that should be connected and click the Create Seam button. Repeat this for all seams including
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