NCloth Setup :
Now we have a full modelised characters with its clothes. We only
need to setup a dynamic suimulation for them.
- First part define collide objects for the simulation, in our case
it will be the chest and the woody T-shape.
- There is a probleme with the vertical cylinder of the T-Shape
because it go through the trousers. To solve this we need to create and
other cylinder avoiding this pb. Be sure to solve all the possible interpenetration pbs like
this one between collision objects and clothes.
- We'll use this cylinder instead of
the origianl one to compute collision. Parent it with the original one
so it'll follow the animation.
- Select all the meshes which will
collide with your clothes and apply "nMeshes->Create passive
collider". In our case we select the chest, the horyzontal part of the
T-Shape and the cylinder we create just before.
- Now define ncloth objects. For this
select all your clothes (in our case the trousers and the coat) and
apply "nMesh->Create nCloth".
- For cloth like trousers if you launch
the simulation now (by playing timeline) you will see it falls to the
floor. That's because we need a blet ^^. To solve this we'll just
attach the trousers to the plevis. For this select the trousers, shift
select the chest right click on the trousers and chosse vertex,
shift select the top vertex loop of the trousers (corresponding to the
belt position) and apply "nConstraint->Point to surface". Now the
trousers mustn't fall anymore.
- The coat has'nt this problem because the
shoulders support it.
- Now you have to play with nCloth
parameters to improve the simulation. You can check nCloth presets, for
this go inside the nClothShape tab of the attribute editor of your
cloth (trousers for exemple) and on the top rigth part of the attribute
editor window you have a "Preset*" button where you can assign a cloth
preset to your cloth (heavy denim is quite a good one). Check the
result by playing the time line and tweek parameters to improve the
result. It's not easy but with time you can do a quite nice simulation.
Tips :
If you want to tear clothes you can define your clothes as tearable,
for this select the cloth mesh and apply "nConstraint->Tearable
surface". Be carefull is a quite heavy process in computation time. You
have to play with the glew attribute to improve the tear process.
For a good coth simulation you have to play a lot with the nClothShapes
attributes it's a quite long process but results are cool:)