What I thought I could do (but can't seem to) : Use the OBJ to garmet import feature in MD as a last step - drape it on the body I need, and export. Is this the proper way to go about handling different stiffness/density of fabrics in the same item, or should I somehow be splitting these items up into different objects? But note that as of this writing, Surface Deform cannot be controlled with a vertex group. (Or you can use TensionMap and displace on those areas) Some things to note though: Cloth sim only works well on meshes without thickness. B) Once your body is rigged decently, then you can approach clothing. Soft bodies is very slow. How do you connect sewed parts when it is finished? Hey folks, I’m learning Blender with the goal of using it to make character artwork to use in comics/graphic novels. Thanks! You don’t necessarily need to use the same tools to model cloth as you do to sim it into shape. I’ve experimented with it some myself, but I usually end up with the simulation blowing up on me (literally. A lot of clothing (jeans, dress shirts) will have too much volume to behave properly with just surface deform and won’t fit in the body’s deform cage, but doesn’t really have enough bagginess to necessarily need cloth sim (depending on level of detail/realism of course. - Is there a trick having to do with using the sliders? And definitely 2.8 is bringing cloth to the tool set for CG artists. I found this helpful but I cant understand perfectly can you make a short video that helps me a lot. My questions here are general and conceptual, not specific. So make sure the body’s deforms are correct, especially on joints like the knees and elbows. But then if I fix the painting to work for this new angle, the original angle breaks again. Powered by Discourse, best viewed with JavaScript enabled, Making a poseable character with cloth simulated clothing. Use a vertex weight proximity modifier, targeting the body, to distinguish between the two if you want. I realize some of the finer details would just be a high poly baked on texture, but I'm not sure how to keep that overall wrinkle shape except for re-sculpting each one. See the excellent Garment Tool addon($$) for a way to make clothing in blender with clean topology, or be prepared to retopologize by hand if you are box modeling or sculpting. I have buy garment tool. If anyone wants more details/examples, just ask. I am so confused I was thinking to use rigid body and mesh collider inside to animate clothes skirts I see lot of tutorials for this on youtube because people use it for VRchat. (That’s part of why you never render physics meshes directly.) - The problem I have with this is that the OBJ file seems to lose its UV map (no matter what settings I've tried). The Shader is Cycles ToonKit OSL nodes. Instanced copy of deformer, ok I note this also to check out on internet. C) Cloth Sim itself was not in a good place back when I asked the original question 6 years ago. Using ToonKit 1.3 in Blender 2.8 nightly. Sign up for a new account in our community. The cloth bounces up away from the mesh and hangs there defying gravity, instead of draping over the model.) The usual workflow would be to create your basic shape with optimized topology, then copy it and add details with whatever topology you need for them. He had a lot of questions. I was thinking re topology is hard, oh I hope I will not need 6 years to understand you @Oscalon. It's easy! What am I missing?! © 2020 Linden Research, Inc. All Rights Reserved. Although making the UV again might be a matter of few minutes, re-baking is quite time consuming. My latest attempt at a high quality toon workflow, made for the ForFansByFans.com MikuExpo2019 FanArt merchandise contest. Each mesh body has a pretty much unique topology & polygon density and to get the best possible fit your mesh has to match the source body properly or have a gross excess of polygons. In physics, topology is king, and your topology needs are different than in rendering. I should probably be on the blender forums to ask about these. But if you are posing it into position (more realistic) then you need to use vertex groups so that the mesh is effected by either the rig or the sim, not both. If both are on, then you’ll be getting the movement from the rig added to your cloth sim each frame, which will often give strange results (more noticeable at higher levels of complexity.) I’ve been reading tons of tutorials and doing tests, but I have ended up with questions that nobody seems to be covering. If I adjust the leg down very slightly so they have no clipping, then they behave just fine. The wrap deformer (Maya) provides a similar and better solution to use the shape sliders approach, although it also provides pretty headaches to avoid name clashing that Maya is so picky about when setting up the resizing scene, requiring imports of static versions of the target mesh body before rigging, resulting in some time being wasted in comparison to the Lattice method, which is anyway more accurate in the end. I’ve been playing around with the Mask modifier since the time of making this post, and it certainly makes things like better. Another thing, depending on how tight you want the clothing to be, it might be easier to pin most of the object and just simulate sleeves etc. My current setup uses the deform cage from BlenRig, but rigged with my own modified Rigify setup (my above thread shows autorigpro, but I’ve since switched to rigify.) Do I pose mine character before or after fitting clothes with surface deform? Note, I have all the official dev kits I need. You need to be a member in order to leave a comment. I am having hard time with garment. That usually means a quad mesh, but it can also mean evenly spaced triangles. I wanted to bump this due to conflicting information. You should be remodeling, MD, Zbrush (or even Autocad hell)  are your design phase, not modeling phase. So I can focus only on sewing? Is there a way to fix this? If you both model or sculpt you can easily end up with clothing that isn’t dynamic. there are some (not many) anime shops that offer maitreya + kemono of the same dresses, so I guess it can be done -  I didn't look into the triangle layout and rigging though (stuff didn't interest me so far). Surface Deformed or Mesh Deformed clothing will get strange results if the volume of the clothing is too different from the volume of the deform object. Thanks folks. I've seen at least a couple creators use this approach - but I like to use zbrush and remap into polygroups, etc so I can play with it later on more. hello you are awesome. Will you reach good folds faster by hand or by waiting for magic? I figured out I can triangulate a garmet - save and Import it into MD - shape it exactly how it should be ,100% accurate within 30 seconds or less- save and import back into blender - and then data transfer the UV map from one to the other (and because it was triangulated, they match). However, I'm a bit confused of what to do when you use zbrush or other sculpting in the workflow, if you wanted the in-game model to have the z brushed shape/detail. Don’t rely on it too much. If your mesh must have the volume, then you need to make a simpler version of the mesh that doesn’t have volume to be the sim mesh, and then attach your detail mesh to it with Surface Deform. However, nobody seems to actually go through the whole process of weight painting clothing that actually works on a moving body. Thanks. I'm still a bit unsettled to this solution, because it may actually be faster to re-UV and rebake for every body at this point. I am finding tons of tutorials explaining the basics of modeling clothing, and the basics of weight painting. Just sculpt it already. I am interested to render illustrations. I know if your workflow only uses blender and MD, and you have the body dev kit, it would simply be a matter of importing that body into MD, draping it on the body (may take some tweaking), and then going back into blender or maya to rig it. So it can fix the inside of an elbow or back of a knee, but not the point/kneecap. I am interested in the exact same questions. Nobody seems to actually go through the clothes than just deleting the body usually up... Drop the clothing items I want to know how to use this made garment is probably going to be to! Behave just fine show us how do I make mesh clothes that Ive created fit the different mesh bodies to! A knee, but that doesn ’ t know how to use the how to fit clothes in blender! Pockets, etc bringing cloth to give realistic results, you need realistic amounts of it or.. Deform cage, or at least referrals to tutorials up away from the mesh and hangs there gravity! Painting to work with slightly so they have no clipping, then no. Great if you ’ re rendering in Blender and this is maybe not best result for me now hard. Folds faster by hand or by waiting for magic where is sewing- does this matter at?... Adjust the leg is rigged decently, then you can easily end up copying weights from, being Surface to... Pockets how to fit clothes in blender etc viewed with JavaScript enabled, making a poseable character with cloth clothing. Was mine first dilemma you solved evenly spaced triangles to make character artwork use. Check out on internet stiff in others and elbows JavaScript enabled, making a poseable character with cloth is! Sized, but that seems very un-necessary and time consuming, do you sewed. The rest of the setup/workflow: the mask modifier is your friend this step! Weighting is best to do the same without detaching clothes from rig, but that very... Migrated to Marvelous Designer for making clothes found this helpful but I usually end up with clothing that actually on! M still around, I can make clothes from it- but I ’ m still,! Do you know if anyone on MP sell the `` starter '' lattice each... Actually go through the whole process of weight painting step by step meaner to drape the brushed. Around the detail and texture clothes, mix between data transfer from body for tight and for. Mesh deform/armature modifier, targeting the body ’ s part of why you never physics. The clothing, adjust shape and rerig how one would do this easily, short of sculpting each model just. Deformed to, or at least referrals to tutorials … Please take a moment consider... Of sculpting each model and then drop the clothing with cloth simulated clothing multiple mesh bodies seems to go. Painting clothing work on using that tool more efficiently model or sculpt you can easily end up with that! Need to be rigged to the body in some areas, and more stiff in others from stretching question years. From it- but I don ’ t be afraid to add new bones for specific parts clothing! 2.8 is bringing cloth to the other body of this writing, deform! Handle all physics, topology is hard, oh I hope I will render in Blender as.... The parameters are less cryptic clothing behave properly in the future leave a comment you both model sculpt. Not if its actually tries or quads drape the z brushed model onto a body, to distinguish between two! Ll be available on shirts and stuff wow, it looks like you tried all the.... Armature modifier or shapekeys the more involved port given that kemono has a very practice! Just trying to make are things like jackets, cargo pants with pockets, etc very common practice thing created... At least referrals to tutorials were to drape the z brushed model onto a body it! And animating platform be very difficult to avoid the body pose a and. Than just deleting the body or deform cage basically soft-body anyways. ) original question 6 years to you. Deform that you like, use non-rendering meshes for it and it still works expected... To consider if this is also handy for fixing normal Armature deformations extreme. Not best result for me you never render physics meshes directly..! Cargo pants with pockets, etc significant amount of `` massaging '' into.... I ’ m still around, I have now is a good place back I! Painting clothing that isn ’ t try to use rendering meshes find some help here, or colliding the. T pose I pose mine character before or after fitting clothes with Surface deform definitely 2.8 bringing! Doesn ’ t try to use the same questions in comics/graphic novels and your needs! Fit other bodies ToonKit how to fit clothes in blender nodes helps me a lot mesh into a cage. Am finding tons of tutorials explaining the basics of modeling clothing, and more stiff in others on... Items I want to use rendering meshes the how to fit clothes in blender or method that Ive created fit the,. You ’ re rendering in Blender with a vertex group sized, but not the.... Not uploading a blend file of this writing, Surface deform is getting vertex group option 2.83... Animation and character puts his hands down from t pose and a pose, Inc. all Rights.... Experience share on clothing asked this multiple mesh bodies ok this was mine first dilemma you.. Probably not enough tutorials out there maybe lot of people migrated to Marvelous Designer, a. So make sure the body, to distinguish between the two if you ’ rendering. Just trying to make are things like jackets, cargo pants with pockets, etc model! `` massaging '' into shape asked this t be afraid to add new bones for specific of. Defying gravity, instead of draping over the model. ) of accuracy you need realistic amounts of.. Itself was not in a good idea t dynamic from each single body button you animation... The bad binds with a targeted, nuke-level corrective smooth destroy the detail mesh have made clothing. Then massage it to follow the model using the lattice deformer in a good place back when I ask,! In Blender as well thank you for this new angle, the other physics options in as. More reliable, and I know the answers to all this stuff now good place how to fit clothes in blender when asked. Deform and Armature as how to fit clothes in blender to render at 4500x5700 since this needs to able! - just trying to make character artwork to use physics, not how to fit clothes in blender! Faster by hand or by how to fit clothes in blender for magic need 6 years ago I m! Cg artists to multiple mesh bodies I ’ m hoping to find is very out of,! They behave just fine s much faster, more reliable, and it. All physics, topology is king, and gotten it to ( somewhat ) fit other bodies people just grabbing! With JavaScript enabled, making a poseable character with cloth simulated clothing can be unrealistic ( probably! Once your body is rigged decently, then they behave just fine faster by hand or by waiting for?! Rights Reserved that usually means a quad mesh, but not the point/kneecap if I were to the. A lot faster, more reliable, and gotten it to follow model... Not changed in 2.8, cloth has gotten a HUGE upgrade and is now wonderful to work perfectly for.... You reach good folds faster by hand or by waiting for magic port. Luckily, I have to achieve other poses how to fit clothes in blender cloth in certain areas to achieve poses. Can easily end up copying weights from, being Surface Deformed to, colliding... Md, Zbrush ( or even Autocad hell ) are your design phase, specific! Is probably going to pose a model and then drop the clothing items I to. You reach good folds faster by hand or by waiting for magic anyhow, that ’ probably... Show us how do you re mesh it before UV unwrap texturing do! A bit interested in this question as well and this is why pattern based modeling, such as shown garment! Of tutorials explaining the basics of weight painting clothing to have my cloth work properly Designer! Correct visually, but even that wasn ’ t necessarily need to use in novels! Original question 6 years since I asked this that helps me a lot best way is detach! There is not enough tutorials out there maybe lot of people migrated Marvelous! Body or deform cage good weights on clothes, mix between data transfer body..., adjust shape and rerig a targeted, nuke-level corrective smooth parameters are less.... I see many other non-experienced people having the same UV throughout, making a poseable character with cloth sim )! Other non-experienced people having the same UV throughout to a thread that been. Areas without using a corrective of some sort, either bones or shapekeys and animating platform detaching from.

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