Tdw78 t Cloth
Transcript of Tdw78 t Cloth
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here are a handful of visual phenomena that are
devilishly difficult to simulate with a computer.
Fluids, hair, fur and cloth are notorious for
requiring complex and expensive software,
talented artistry and powerful computing. But these effects,
while feared by digital artists, are able to lend a sense of
realism to CG work not easily achieved by any other means.
While the topic of this tutorial is cloth, all of these effects
share a common trait: extreme complexity. You dont have to l ook
any further than your own shirt to witness the breadth of chaos
exhibited by a simple piece of cloth. The cascading folds of material
on a typical T-shirt would be enough to send any polygon modeller
screaming for help.
Fortunately, help isnt far away. This tutorial is meant to
introduce you to a typical workflow for animating cloth with
Maya Cloth. This is a powerful toolset which, in my opinion,
deserves some serious attention. Its not the easiest thing in the
world to use, but its reliable. Novice users are often confused by
its somewhat odd workflow, mistaking its steep learning curve
for a weakness. The truth is that Maya Cloth can be hard to learn,
but its difficulty is proportional to its flexibility. I want to mention
that many people prefer the SyFlexplug-in for serious cloth work.
In my experience, SyFlexhas definitely been somewhat easier to
work with and perhaps less prone to instability. The SyFlexsolver
seems to adaptively adjust itself where Maya Cloth requires a little
babysitting from time to time. The bottom line: if you have the
money, get SyFlex. However, Maya Cloth is still a capable solver.
This tutorial will provide an overview of a production-worthy
workflow for creating believable cloth animation. Well follow
the creation of a cloth garment for the Minx character from the
upcoming The Art of Rigging Vol iii. In the textbook, youll find
every detail of this fascinating topic, including the creation of our
characters hair/fur, cloth and much more.
Kiaran Ritchie is an author on The Art of Riggingseries from
CG Toolkit. Hes currently working on a number of PS3 projects
at Factor 5 in San Rafael, California
www.cgtoolkit.com
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FACTFILE
FOR
Maya Unlimited 7+
DIFFICULTY
Intermediate
TIME TAKEN
10-30 minutes
ON THE CD
Full-size screenshots
Mayascene files
Character turntable
movie
Playblast movies
ALSO REQUIRED
N/A
Creating realistic animated cloth is a notoriously difficult process, but this tailor-made tutorialshould help you get even the most misshapen characters clad with ease BY KIARAN RITCHIESackcloth and gashes
MAYAMAYA
TUTORIALS |Cloth simulation
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To model a garment with Maya Cloth, we must start
with a pattern. This pattern represents the various
pieces of cloth (panels) that will eventually be sewn
together to form the finished garment. A panel is constructed
from three or more planar NURBS curves that form a closed
loop. A typical garment may comprise several panels that are
sewn together to create a polygonal mesh.
Creating garment patterns is beyond the scope of
this tutorial, but you shouldnt have to look further
than your local fabric store for numerous examples
of various patterns for common garments. For the Minxs
robe, I constructed the panels without a set pattern, but for
a more humanoid character, it would be easier to use a pre-
made pattern. The Minxs robe uses 18 separate panels.
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STAGE ONE |Drawing the panels
Open stage01.mb from the CD. This scene file
contains the Minx character. Unlike most cloth
software, Maya Cloth provides a method of
both animating and modelling clothing. This is an often
misunderstood feature that, when used correctly, can create
excellently constructed garments with ease, using a real-
world pattern/panel/sewing paradigm.
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Start by selecting each set of panel curves from the
Hypergraph. With a complete panel selected, choose
Cloth > Create Panel. This will create a shirt icon
in the middle of the panel. Go through the Hypergraph and
make a panel for each group of curves. Now were ready to
create the garment. Select a panel icon (the shirt) and chooseCloth > Create Garment. This creates a polygon mesh.
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To draw a panel, select the EP Curve Tool and trace
the pattern. Create a new curve for each segment
of the pattern. Use the [c] key to snap the start CV
of each new curve to the end CV of the last curve. Make sure
you create the curves in an orthographic viewport in order to
keep them planar. The size of a panel determines the surface
area of the resulting cloth.
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You can now group the panel curves and position
them around the character. This stage usually
involves lots of trial and error. The panels must be
sized to give the garment enough cloth so that it drapes
properly. You may find yourself returning to this step several
times to fine-tune the fit of the clothing. Remember, a larger
panel creates more cloth, which results in baggier clothing.
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Now open stage02.mb. This contains the finished
panel curves, ready to be sewn together into a
garment. This process involves three steps: first, we
must turn each set of panel curves into a panel. Second, we
create a garment from one of the panels. Finally, we sew the
neighbouring panels together, automatically creating the restof the garment as each new panel is sewn together.
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Cloth simulation| TUTORIALS
Now lets begin sewing everything together. Start
with the panel that was turned into a garment and
sew it to all of the neighbouring panels. To do this,
select two panel curves and execute Cloth > Create Seam.
This will add the new panel to the garment and extend the
polygon mesh into the new panel. Work your way through therest of the garment, sewing all the seams together.
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EXPERT TIP
Streamlined sewingThe process of creating panels,
sewing them together, draping,
fitting, adjusting and resizing can be
quite time consuming. To streamline
the process, we can create an
instanced duplicate of the cloth
curves to use for resizing, while
the sewn garment updates in real
time. To do this, create an instanced
duplicate of the panel curves before
turning them into panels. You now
need to create the garment from
the duplicates and sew it together.
From here, you can simply adjust theshape of the panel curves to quickly
tailor the garment.
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STAGE TWO |Creating the garment
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Open stage03.mb to see the fully sewn garment.
Now select the garment and find the cpStitcher1
node in the Channel Box. Set the Base Resolution
attribute to a value of 600. This will create more polygons for
the solver to use when creating folds and collisions. Higher
resolutions yield more realistic folding, but at the cost of
longer simulation times.
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For a more accurate simulation (especially with
collisions), increment the Frame Samples attribute
until any interpenetrations or glitches are remedied.
The Relax Frame Length attribute is used to drape the
garment onto the character. It applies a rubbery material to
the cloth to help it pull together smoothly. Set this to 0 after
draping the garment.
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Open stage05.mb. Having seen how to create and
drape a garment, lets apply these principles to an
animation. This scene file contains a more refined
version of the garment thats draped onto the Minx. This
time, the character has been animated and so we need to set
up the simulation so that the cloth flops around as the Minxjumps up and down.
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Note that the scene file doesnt contain any curves,
panels or seams. This garment was created using
the same method described earlier, except that,
after draping, I duplicated the mesh to create the cloth
object. Theres no need to keep the construction history
(panels) for the cloth garment after its draped. Also note thatholes have been cut into the mesh at the base of the spikes.
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Run the simulation again and youll notice that the
garment now collides with the characters skin.
Unfortunately, it gets stuck on the spikes. We want
the collision to ignore the faces on the spikes. To do this,select all of the faces (use the Quick Select Set) and choose
Cloth > Collision Cloth Set > Create. Uncheck Enable Rigid
Collisions on the Cloth Set in the Attribute Editor.
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Open stage04.mb. Play back the scene (use Play
Every Frame) to run the simulation. At this point, the
garment crumples into a ball during the relaxation
phase (first five frames) and then falls due to gravity. Wewant it to hang from the character. To do this, select the
Minxs mesh and choose Cloth > Create Collision Object. Set
the Collision Depth and Collision Offset to a value of 0.1.
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Because Maya Clothuses a pseudo physically based
simulation engine, the scale of the solver must be
set in order to produce realistic results. This is
computed by taking the real-world size of the garment
(80cm) and dividing it by the scene size (8cm). Set the Solver
Scale attribute on the cpSolver node to a value of 10 (80/8).
Leave the rest of the solver attributes at their default values.
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Now we need to set up the cloth again. Select the
garment mesh and choose Cloth > Create Cloth
Object. On the solver node, set the Start Time to
-10 and the Solver Scale to 10. Because the garment is
already draped, set the Relax Frame Length to 0. Make the
Minxs mesh a collision object and set the Collision Offset andCollision Depth to 0.1.
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TUTORIALS | Cloth simulation
Run the simulation and you should now notice that
the garment passes right through the spikes. Well
cut holes in the garment, but for now we just want
the solver to ignore the spikes. Collision sets are useful forcheating the solver and can help you prevent glitches and
pinches in the cloth. This concludes the set-up of the cloth, so
lets take a look at simulation.
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STAGE THREE |Adjusting the Cloth solver and adding collisions
STAGE FOUR |Simulating the cloth
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Cloth simulation| TUTORIALS
You may notice that the cloth doesnt have any
thickness. Actually, it lacks any detail that would be
superfluous to its motion. Unhide the render cloth
layer to see a thickened version of the cloth. This copy has
been extruded and quadrangulated (for better smoothing),
and it will be wrap-deformed to the simulation garment, so
that it deforms along with that garment.
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Its rare that a cloth simulation will be perfect the
first time. This usually requires quite a bit of trial
and error, various adjustments and elbow grease.
Even if the simulation goes well, there are usually small
imperfections, popping vertices or interpenetrations. Its not
always easy (or even possible) to fix these by adjusting thesimulation. Sometimes you need to just dig in and manually
model the fixes. To do this, scrub to the offending frame and
model the correction. When youre happy with how it looks,
select the mesh and choose Simulation > Update Cloth State.
The cache file will be updated to include the new changes.
This kind of cheating is referred to as shot sculpting. Once
the animation is looking good, simply hide the simulationgarment, smooth the render garment and youre ready.
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STAGE FOUR (Continued) |Simulating the cloth
Now play the scene. You should notice that the
cloth begins to crumple and misbehave around
frames 3-5. This is when the Minx springs upwards
at the base of the jump. During extremely fast motion, its
not uncommon to have to tweak the solver to help it solve.
Increase the Frame Samples from 1 to 5.
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Rewind the scene and choose Simulation > Delete
Cache. Each time the simulation is run, Mayasaves
a cloth cache file (MCC). Subsequent playback will
read the cloth vertex positions from this cache data. In order
to resimulate the cloth, you must first delete the old cache.
If no cache is found for the current frame, the solver will
automatically recalculate it.
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With the cache deleted, replay the simulation. A
modest workstation may take several minutes to
compute the 50-frame cloth animation. When the
simulation is finished, you can scrub through the timeline
to view the animation stored in the cache file. If the cloth
encounters a problem, you can truncate the cache from the
problem frame, adjust some parameters and resimulate.
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STAGE FIVE |The finishing touches
Select the thick cloth, [Shift]-select the simulation
cloth and choose Deform > Create Wrap. Set the Max
Distance to 0.2 and Influence Type to Points. Now
the thick cloth is animated along with the simulation cloth.
The render garment can contain any extra details and should
be smoothed before being rendered. Also make sure to lay
out the UVs of the render garment before wrap-deforming it.
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