thaaaaaank yooooou, i could not figure out for the death of me why my character was all bumpy and spiky. lower shear and higher bending did it. thank yoou
Well I guess it's a matter of taste, but I really appreciate your style of tutorial as opposed to "... er well it's something like er" and "oh sorry, I really should have changed that parameter before I started"! Of course it's worth watching experts narrating their work flow, but I much prefer tutorials that are well planned, concise and easily comprehended. THANK YOU.
rehearsing and video compositing are the keys to a perfect tutorial. Sadly 99% of youtubers don't give a f... about that and internet is spoiled with useless content. Or even worse : with ultra useful content but then one has to watch 30 minutes of boring video to extract the 15 seconds of what's actually useful in it. Good job Artem did there for sure. Much useful.
RUclips HAS such a tutorial... you're on the very webpage of it O.o... When you eat a good hamburger in a Burger King, do you also say "Burger King doesn't have such hamburgers ? "
Now this... this is a tutorial. Goes through every function of cloth simulation and shows some practical uses like sewing, but isn't a "make a shirt" tutorial that only shows a step by step on how to achieve one very specific thing that the viewer probably didn't even want to make anyway. I actually understand HOW cloth simulation works after watching this video and I can start making whatever I want
At the moment there's 4 dislikes. Only once in 20 years of watching RUclips have I seen a site that had no dislikes. What is it with some people? This video is well done. Thank you.
Thumbs down are often from people who don't know how to use a search engine, end up in the wrong place, and express their dumb frustration before moving back to whatever they were looking for.
this tutorial is a gem😎 , for the last part about applying the modifier , you can just right click and convert the mesh and you are good 😁, I know it wasn't that direct back then but it was available option in object submenu above
im trying to make a cloth that rests over an object on the floor - i've played around with all these attributes and added collision to all the objects i want it to rest on however the cloth keeps bouncing up and moving off of the objects+floor rather than just falling and staying there. Any idea how i can stop this? I've been trying for ages! Thanks :)
Hi! This issue might happen by various reasons. They could be: flipped faces, small scale, not enough geometry, not enough friction, collision distance is too high, too complex simulation, ect.
blender.stackexchange.com/questions/88807/how-can-i-animate-the-pinning-button-on-off-cloth Create a vert group for ALL the verts you will pin at any point in the animation. Then create separate vert groups that only have specific pin points (corner points/grab points etc). You then use the VertexWeightMix modifier to deduct chosen verts from your cloth pin group- put you cloth pin group in the A slot. Put one of the individual pin point groups in slot B (e.g right corner verts). Then animate the mix stetting from REPLACE (i believe you use the sliders to manipulate this- so all cloth pin verts will stay put if you leave them at 0.0!) to switch to SUBTRACT. This will deduct the right corner verts from the total cloth pin verts in the sim. You will need separate VertexWeightMix modifiers for each specific vert groups you wish to remove from the cloth pin group- keep them above the cloth modifier in the stack! Using hooks on the separate vert groups will let you drag it around! should be able to do buttons and even rips with lots of hard work!
Can you please comment on the optimal scale and size of a meshes for baking cloth... I ahve noticed that if the mesh is very small the cloth sim will not work - the bigger the mesh the better the sim.. but I'm not sure whats is going on .. because when the mesh is is very big the pins constrain stops working
I scaled a normal person figure 20 times. I think, it is more than enough ;) it's almost like scaling the default cube 20 times. Try keeping your values within these boundaries and it should be fine.
Great in depth tutorial but I have one question hopefully you or somebody can answer this I've been trying to get all my animations to a fine point but keeping the buttons on a jacket or a shirt is a pain in the well you know anyway if you have any suggestions on the matter please I would love to hear about it cause I need my buttons to stay not fall off lol
Hi! Try parenting buttons to cloth's vertices. Select your cloth. Switch to Edit Mode. Select a group of vertices near one of your buttons. Switch to Object Mode. Select your button then the cloth. Ctrl + P, Set Parent To Vertex (Triangle). This way the button should follow the cloth.
I have managed after considerable trouble to create my own ringed curtain. My real curtain is folded at the top where the rings are (and also at the bottom and sides), which I assume provide additional stiffness/integrity to keep the rings and to prevent fabric threads to come apart. I used hooks to control the position of each ring along the pole - first extending out (closed curtains) then contracting back in (open curtains), with the pole and window/wall as collision objects. Rings were flat part of the curtain mesh with a bumpmap to give the impression of curvature but causes topology issues. I didn't model the edge folds. Question; how would you go about simulating such a curtain in order to get bends but at the same time preventing the top part above the rings from falling over on itself? I ended up putting the top verts in a separate vertex group and using the various extras at the bottom, but it does create visible kinks that I'm not happy with. For the pole collision to work I had to scale it up a huge amount to prevent explosions. In a lot of tutorials people are happy with the material completely folding over back on itself. So yeah, how'd you do it? An example of the structure: loftystyles.com/wp-content/uploads/Metallic-Waterfall-Curtains-Set-of-2-Shimmery-Jacquard-Semi-Sheer-Curtain-Panels-Pair-Grey.jpg
Hi! Sometimes it makes sense to go around using cloth simulation only, especially if you just need a static image. I would simplify the process as much as possible, if using cloth simulation was too elaborated decision for this task. I would make the folds like shown in many other curtain tutorials, then simply booled the holes and added the rings. I believe the process should be more abstract as it is done in a virtual environment, so keep it simple, model when necessary, combine methods. Sometimes I pre-model the shape of my cloth piece and then go for cloth simulation. It is also a good idea to use cloth simulation after cloth simulation in some cases, as well.
@@artemtovbaz8452 The steps I ended up with that I think I'll stick with is: 1. Model the hole and surrounding cloth, but do it at much higher scale to avoid collision issues with the pole. This "have to scale" thing is one of my pet hates with Blender. 2. Extrude the top once and the bottom as many times as needed to get the length. 3. Assign material to fabric and ring, and UV the ring as a strip of quads filling the full UV space. Fake bulge be U or V axis. 4. Assign ring verts to a pin group, possibly include the fabric above it as well for the simplest method to avoid it folding over itself. 5. Extrude the fabric sideways, clone and rotate as needed to get a full section with 60 deg rotated holes, then array the whole thing. Copy the object at this point for configurational changes. 6. Apply the array and merge, then delete the parts outside the holes. 7. Select by material the fabric (only). Then UV the fabric and fill the entire UV space. This allows use of simple UV math to fake fold borders in the material (if U0.98 then fold material etc). 8. Select pin verts and hide the rest. Ctrl+h to create hook, R to repeat for each ring section. 9. Create loc+rot keyframe for all the hooks. Repeat for extended and contracted parts. 10. Add the hanging pole as a separate collision object in the middle of the now angled holes, no friction. This is not for the rings, but for the cloth to not fold across the pole. Add wall and floor collision objects as needed. 11. Add cloth modifier and run the simulation. Might want to add a little bit of randomness to the fabric first. 12. As for shading of a see-through curtain, I go with around 80/20 Diffuse/Translucency with hole mask Transparency (with view angle considerations to account for no thickness) for the main fabric and only Diffuse for the borders. I stay away from Principled as it doesn't have any diffuse transmission properties. 13. If needed, some preferred method for sculping in additional folds and details.
@@artemtovbaz8452 Yeah, that's now my modified approach; plane circle for the "flat ring", extruded into surrounding geometry. Apply an array and animate hooks to control the rings which are also the pins. Goes from flat to folded, then back to extended but now with varying angles and positions. Bake the cloth, grab a few interesting frames as shape keys and get rid of the cloth modifier. Touch up as needed, particularly you want to be able to see through the rings. Any of these shape keys will now be the basis for more intricate cloth simulations involving collisions, wind etc, where the top part is weight painted pin. If you need solid rings, you can copy the faces out by material and extrude them in both directions. I'm curious, does anyone else use a hint of Translucency shader mixed in, on curtains? Here is a see-through curtain that also provides shadows on the backside - which means it would also bleed colors into the room: c0.wallpaperflare.com/preview/186/922/321/united-states-chantilly-window-shadow.jpg Subsurface scattering (Principled) with solidify does not light up the room, only the curtain.
Thank you very much for this video! I'm working a short animation video and I was struggling with an issue where the cloth material would keep on jittering/vibrating after landing on the object surface. Scaling everything up seemed to fix the problem. Also made my simulation more realistic with the drapes!
@@artemtovbaz8452 Hey man, thanks a lot again. I was going through my work and just remembered about this video. I'd love to share what I did with this explanation video :) www.behance.net/gallery/105160435/The-Luxurious-Reincarnation-Short-Film
Those explanations of physical properties are very well paced and illustrated. Thanks a lot for the time you spent rehearsing and properly video compositing all that. Very, very useful ;)
@@artemtovbaz8452 Thanks for the answer! Probably the automatic translation was incorrect. I'll try to write in more detail so that you can guess from the context. I'm simulating stylized hair geometry with cloth. I need to start the simulation from the first frame. But the hair (clothes simulation) has not yet had time to fall on the shoulders and take the desired shape. They take this shape around frame 60. I want the hair shape at frame 60 to be ready for simulation at frame 1. Maya has a handy feature - negative frames. I could set the frame to -60 and by the first frame I would already have the geometry ready to simulate clothes for rendering. I found a forced solution - move the animation 60 frames to the right so that the hair has time to fall. But it seems there is an option in Blender to make such a frame the default. Although maybe I'm wrong and this refers to the effect of the destruction of geometry.
As far as I understand your issue, you could simulate your cloth mesh until it gets the desired shape and apply cloth simulation, then start a new cloth simulation at frame 1. but if you need to start a simulation at any other frame, just set the first frame for bake property in cloth simulation modifier. @@MrGravicaper
@@artemtovbaz8452 The problem is that when I apply the simulation, for some reason the hair is detached from the body. Although I pinned them with a pin. Let me remind you that the simulation of clothes is in fact - the hair is a stylized cartoon geometry. I thought that there is an option - to make the shape of the hair that suits me (on frame 60) as a default and from it, as from the first frame, start the simulation, which will go to the render. I'll try to understand your advice, thank you very much for the answer. If it doesn't work out, I'll just move the fbx frames simulating a timeline shift like in Maya.
I guess if the hair is a separate mesh, and you apply the simulation, it becomes a regular mesh. So it might be that you need to re-attach it and start a new simulation, or find a better solution for attaching it for the first time. Sorry, if I'm missing the point)@@MrGravicaper
I think the internal spring part, you highlighted the tension and compression wrong, they were under Damping. :D Or I am wrong. And where do you set the pinpoint to sew the T-shirt, yours is the best result I have seen. The size of the model is increased 3x from the real human size?
Hi! Thank you for noticing! It really should be Tension and Compression under Internal Springs, not Damping ;) At least, the numbers are correct, I guess :D I don't set any pin points in the first example of sewing, the human model is scaled 20 times from the real size. I set pin points in another example, but just to pull the T-shirt down a bit. The thing is there are at least two major points you have to consider for sewing or cloth simulation in general: 1. the topology should consist of equal sized faces/poligons (squares), or about that. There are exceptions, of course. 2. the size should be scaled few times more from real. Please, check the linked file in the description to examing the sewing part.
thaaaaaank yooooou, i could not figure out for the death of me why my character was all bumpy and spiky. lower shear and higher bending did it. thank yoou
Legendary tutorial, this is what must be in documentation
Well, it's all mainly based on the documentation, but combined with a practical demonstration, some of my own findings and conclusions)
waiting for 5 million views, i swear this is one of the most important blender toturial
Thanks from the bottom of my heart!!! you just saved me from going crazy
Finally something useful on youtube.
This is perfect. I really love the detailed explanation and how you show the result for different values. It's incredibly helpful.
Thank you for watching my tutorial!
Please, welcome to comment!
Bro Please make same video on other simulation..🙂 and thanks for such great information.
SO HELPFUL!
What an brilliant tutorial, thank you a lot !
this is the most detailed tutorial i've seen you should do more!!!
Well I guess it's a matter of taste, but I really appreciate your style of tutorial as opposed to "... er well it's something like er" and "oh sorry, I really should have changed that parameter before I started"! Of course it's worth watching experts narrating their work flow, but I much prefer tutorials that are well planned, concise and easily comprehended. THANK YOU.
Thank you for your appreciation!
rehearsing and video compositing are the keys to a perfect tutorial. Sadly 99% of youtubers don't give a f... about that and internet is spoiled with useless content. Or even worse : with ultra useful content but then one has to watch 30 minutes of boring video to extract the 15 seconds of what's actually useful in it.
Good job Artem did there for sure. Much useful.
I´ve seen hours and hours of 3d tutorial and this one is one of the best I´ve seen. Clear, in depth and no bullshit. Great job!
When it comes to the Cloth Simulator. You Explained it the Best
RUclips doesnt have such a tutorial.. very very detailed
RUclips HAS such a tutorial... you're on the very webpage of it O.o...
When you eat a good hamburger in a Burger King, do you also say "Burger King doesn't have such hamburgers ? "
Well done! Very detailed. I think, I'll pin up some screenshots on the door of my fridge!
you should do more ! and you should have more subscribers!
really good tutorial thanks
Thank you!!!
wow insanely good tutorial you should make a patreon or something
This answered so many questions. Thank you.
2 Years old, yet still great and relevant, one of the best tutorials i have seen regarding this topic.
i needed to create another list in my RUclips account for this tutorial: Essential tutorialsThank you.
Thanks!
Now this... this is a tutorial. Goes through every function of cloth simulation and shows some practical uses like sewing, but isn't a "make a shirt" tutorial that only shows a step by step on how to achieve one very specific thing that the viewer probably didn't even want to make anyway. I actually understand HOW cloth simulation works after watching this video and I can start making whatever I want
At the moment there's 4 dislikes. Only once in 20 years of watching RUclips have I seen a site that had no dislikes. What is it with some people? This video is well done. Thank you.
Thumbs down are often from people who don't know how to use a search engine, end up in the wrong place, and express their dumb frustration before moving back to whatever they were looking for.
Thank you so much! Your explanation is very clear and straightforward 😄😵💫
Thank you, Subscribed!!
PERFECT tutorial, thank you so much!
thanks sharing it
Incredible tutorial
Thank you for making such a video;Please make more videos like this, like all the physics parts ->rigid body , force field and else
This is the best cloth simulation video I've come across, thanks mate.
Useful video,keep it up
You're a god, keeping this as a manual to keep looking back at for all future projects, thank you!
Thanx a lot brother. The work youve done is commendable.
Excelent tutorial Artem, It´s a nice mixture of math, physics and software.
Helped soo much. THANKS!
very informative, you did a lot of work and it was very helpful ❤
Awesome explainer, loved the technique for sewing the seams! 13:43
Good video!
Very useful
The best tutorial on the subject, thank you very much for your time in making this video so well explained and sharing such valuable information!
awesome thanks
THANK YOU. Really good content. you get my SUB!
wow, i love you man that explaination explain more than F1 .
This video is worth gold! Super cool 👍
i learned lot of things through this tut thnx uh so much sir from INDIA
thanks for the tutorial, please make more!!...
Thank you for taking time to do this!
Super ce tuto Merci
Super helpful visuals for all the settings, thank you!
Wonderful explainer.... I wish whole help documentation would be like this!
really helps me out !!!
this tutorial is a gem😎 , for the last part about applying the modifier , you can just right click and convert the mesh and you are good 😁, I know it wasn't that direct back then but it was available option in object submenu above
Thanks a lot, it´s the first tutorial that actually explains all the parameters of the cloth simulation. Life saver !!!
This video is every thing that i needed. Thanks very much.
very detailed explanation! thanks a lot
thanks, im trying to sim a window curtain blowing, everything worked fine except by frame 150 the curtain freezes in the air -_-
why didnt i find this video sooner...would have saved me about ten hours or frustration :,)
Subscribed for all details🤟
this is the video i've been looking for !
Thank you very much. Very interesting and informative about tissue simulation in 3D blender!
Thank you very much for such a great and detailed explanation.
WOW.
best so far
감사합니다.😀
Thank you very much! This is very helpful :D
Amazing, thanks
With error to apply cloth modifier stay at needed frame and simply delete shape keys and go back apply cloth - profit!
Thanks! Hope it helps someone, although you can Apply as Shape Key in newer versions of Blender
Thank you. good reference
Absolutely Brilliant!
THANK YOU SO MUCH!
Thank you for this tutorial. Great tutorial.
dude finally someone. thanks!!
Thank you so much for this! excellent job
Thank you
im trying to make a cloth that rests over an object on the floor - i've played around with all these attributes and added collision to all the objects i want it to rest on however the cloth keeps bouncing up and moving off of the objects+floor rather than just falling and staying there. Any idea how i can stop this? I've been trying for ages! Thanks :)
Hi! This issue might happen by various reasons. They could be: flipped faces, small scale, not enough geometry, not enough friction, collision distance is too high, too complex simulation, ect.
Thank you for this tutorial! Its really helpful.
Super . thank you very much
thank you sooo much!
Can you please make a video on how you made two objects?
Hi! What objects do you mean? Maybe I could explain it in the comments?
Thanks for this in-depth view on the cloth sim settings. It's so useful right now because I'm trying to learn Blender as a Maya user :)
great but run the audio through a limiter or normalize it... very low. fantastic tutorial.
Audio is perfect. Your sound system is the issue here.
blender.stackexchange.com/questions/88807/how-can-i-animate-the-pinning-button-on-off-cloth
Create a vert group for ALL the verts you will pin at any point in the animation. Then create separate vert groups that only have specific pin points (corner points/grab points etc).
You then use the VertexWeightMix modifier to deduct chosen verts from your cloth pin group- put you cloth pin group in the A slot. Put one of the individual pin point groups in slot B (e.g right corner verts).
Then animate the mix stetting from REPLACE (i believe you use the sliders to manipulate this- so all cloth pin verts will stay put if you leave them at 0.0!) to switch to SUBTRACT. This will deduct the right corner verts from the total cloth pin verts in the sim.
You will need separate VertexWeightMix modifiers for each specific vert groups you wish to remove from the cloth pin group- keep them above the cloth modifier in the stack! Using hooks on the separate vert groups will let you drag it around! should be able to do buttons and even rips with lots of hard work!
Thank you so much
Great!Great!Great!Great!Great!
This is a very good tutorial! Thank you!
Can you please comment on the optimal scale and size of a meshes for baking cloth... I ahve noticed that if the mesh is very small the cloth sim will not work - the bigger the mesh the better the sim.. but I'm not sure whats is going on .. because when the mesh is is very big the pins constrain stops working
I scaled a normal person figure 20 times. I think, it is more than enough ;) it's almost like scaling the default cube 20 times. Try keeping your values within these boundaries and it should be fine.
thank you so much friend
thank you so much, it helped me a lot.
very helpfull, thank you
Great in depth tutorial but I have one question hopefully you or somebody can answer this I've been trying to get all my animations to a fine point but keeping the buttons on a jacket or a shirt is a pain in the well you know anyway if you have any suggestions on the matter please I would love to hear about it cause I need my buttons to stay not fall off lol
Hi! Try parenting buttons to cloth's vertices. Select your cloth. Switch to Edit Mode. Select a group of vertices near one of your buttons. Switch to Object Mode. Select your button then the cloth. Ctrl + P, Set Parent To Vertex (Triangle). This way the button should follow the cloth.
You are my hero
I had absolutely no clue that there where cloth presets. Thank you for this tutorial :D
I have managed after considerable trouble to create my own ringed curtain. My real curtain is folded at the top where the rings are (and also at the bottom and sides), which I assume provide additional stiffness/integrity to keep the rings and to prevent fabric threads to come apart. I used hooks to control the position of each ring along the pole - first extending out (closed curtains) then contracting back in (open curtains), with the pole and window/wall as collision objects. Rings were flat part of the curtain mesh with a bumpmap to give the impression of curvature but causes topology issues. I didn't model the edge folds. Question; how would you go about simulating such a curtain in order to get bends but at the same time preventing the top part above the rings from falling over on itself? I ended up putting the top verts in a separate vertex group and using the various extras at the bottom, but it does create visible kinks that I'm not happy with. For the pole collision to work I had to scale it up a huge amount to prevent explosions. In a lot of tutorials people are happy with the material completely folding over back on itself. So yeah, how'd you do it?
An example of the structure:
loftystyles.com/wp-content/uploads/Metallic-Waterfall-Curtains-Set-of-2-Shimmery-Jacquard-Semi-Sheer-Curtain-Panels-Pair-Grey.jpg
Hi! Sometimes it makes sense to go around using cloth simulation only, especially if you just need a static image. I would simplify the process as much as possible, if using cloth simulation was too elaborated decision for this task. I would make the folds like shown in many other curtain tutorials, then simply booled the holes and added the rings. I believe the process should be more abstract as it is done in a virtual environment, so keep it simple, model when necessary, combine methods. Sometimes I pre-model the shape of my cloth piece and then go for cloth simulation. It is also a good idea to use cloth simulation after cloth simulation in some cases, as well.
@@artemtovbaz8452 The steps I ended up with that I think I'll stick with is:
1. Model the hole and surrounding cloth, but do it at much higher scale to avoid collision issues with the pole. This "have to scale" thing is one of my pet hates with Blender.
2. Extrude the top once and the bottom as many times as needed to get the length.
3. Assign material to fabric and ring, and UV the ring as a strip of quads filling the full UV space. Fake bulge be U or V axis.
4. Assign ring verts to a pin group, possibly include the fabric above it as well for the simplest method to avoid it folding over itself.
5. Extrude the fabric sideways, clone and rotate as needed to get a full section with 60 deg rotated holes, then array the whole thing. Copy the object at this point for configurational changes.
6. Apply the array and merge, then delete the parts outside the holes.
7. Select by material the fabric (only). Then UV the fabric and fill the entire UV space. This allows use of simple UV math to fake fold borders in the material (if U0.98 then fold material etc).
8. Select pin verts and hide the rest. Ctrl+h to create hook, R to repeat for each ring section.
9. Create loc+rot keyframe for all the hooks. Repeat for extended and contracted parts.
10. Add the hanging pole as a separate collision object in the middle of the now angled holes, no friction. This is not for the rings, but for the cloth to not fold across the pole. Add wall and floor collision objects as needed.
11. Add cloth modifier and run the simulation. Might want to add a little bit of randomness to the fabric first.
12. As for shading of a see-through curtain, I go with around 80/20 Diffuse/Translucency with hole mask Transparency (with view angle considerations to account for no thickness) for the main fabric and only Diffuse for the borders. I stay away from Principled as it doesn't have any diffuse transmission properties.
13. If needed, some preferred method for sculping in additional folds and details.
@@gottagowork Thanks for sharing your method! You could make a video tutorial out of it ;) I hope it come in handy for other artists.
@@artemtovbaz8452 Yeah, that's now my modified approach; plane circle for the "flat ring", extruded into surrounding geometry. Apply an array and animate hooks to control the rings which are also the pins. Goes from flat to folded, then back to extended but now with varying angles and positions. Bake the cloth, grab a few interesting frames as shape keys and get rid of the cloth modifier. Touch up as needed, particularly you want to be able to see through the rings. Any of these shape keys will now be the basis for more intricate cloth simulations involving collisions, wind etc, where the top part is weight painted pin. If you need solid rings, you can copy the faces out by material and extrude them in both directions.
I'm curious, does anyone else use a hint of Translucency shader mixed in, on curtains? Here is a see-through curtain that also provides shadows on the backside - which means it would also bleed colors into the room:
c0.wallpaperflare.com/preview/186/922/321/united-states-chantilly-window-shadow.jpg
Subsurface scattering (Principled) with solidify does not light up the room, only the curtain.
Thank you!
i wonder what they did with the pressure factor setting. its no longer in the same place.
Thank you very much for this video! I'm working a short animation video and I was struggling with an issue where the cloth material would keep on jittering/vibrating after landing on the object surface. Scaling everything up seemed to fix the problem. Also made my simulation more realistic with the drapes!
Thank you, I'm happy it's been helpful for you!
@@artemtovbaz8452 Hey man, thanks a lot again. I was going through my work and just remembered about this video. I'd love to share what I did with this explanation video :)
www.behance.net/gallery/105160435/The-Luxurious-Reincarnation-Short-Film
Those explanations of physical properties are very well paced and illustrated. Thanks a lot for the time you spent rehearsing and properly video compositing all that. Very, very useful ;)
Hello! Please tell me how to make the simulation of the fabric default on the desired frame.
Hi! Could you, please, be more specific? Anyway, you'll have to bake the whole simulation up to that frame.
@@artemtovbaz8452 Thanks for the answer! Probably the automatic translation was incorrect. I'll try to write in more detail so that you can guess from the context. I'm simulating stylized hair geometry with cloth. I need to start the simulation from the first frame. But the hair (clothes simulation) has not yet had time to fall on the shoulders and take the desired shape. They take this shape around frame 60. I want the hair shape at frame 60 to be ready for simulation at frame 1. Maya has a handy feature - negative frames. I could set the frame to -60 and by the first frame I would already have the geometry ready to simulate clothes for rendering. I found a forced solution - move the animation 60 frames to the right so that the hair has time to fall. But it seems there is an option in Blender to make such a frame the default. Although maybe I'm wrong and this refers to the effect of the destruction of geometry.
As far as I understand your issue, you could simulate your cloth mesh until it gets the desired shape and apply cloth simulation, then start a new cloth simulation at frame 1. but if you need to start a simulation at any other frame, just set the first frame for bake property in cloth simulation modifier. @@MrGravicaper
@@artemtovbaz8452 The problem is that when I apply the simulation, for some reason the hair is detached from the body. Although I pinned them with a pin. Let me remind you that the simulation of clothes is in fact - the hair is a stylized cartoon geometry. I thought that there is an option - to make the shape of the hair that suits me (on frame 60) as a default and from it, as from the first frame, start the simulation, which will go to the render.
I'll try to understand your advice, thank you very much for the answer. If it doesn't work out, I'll just move the fbx frames simulating a timeline shift like in Maya.
I guess if the hair is a separate mesh, and you apply the simulation, it becomes a regular mesh. So it might be that you need to re-attach it and start a new simulation, or find a better solution for attaching it for the first time. Sorry, if I'm missing the point)@@MrGravicaper
great video :) but i dont understand the damping function :D
Dumping sort of decreases value fluctuations. Hope it helps :)
I think the internal spring part, you highlighted the tension and compression wrong, they were under Damping. :D Or I am wrong. And where do you set the pinpoint to sew the T-shirt, yours is the best result I have seen. The size of the model is increased 3x from the real human size?
Hi! Thank you for noticing! It really should be Tension and Compression under Internal Springs, not Damping ;) At least, the numbers are correct, I guess :D
I don't set any pin points in the first example of sewing, the human model is scaled 20 times from the real size.
I set pin points in another example, but just to pull the T-shirt down a bit.
The thing is there are at least two major points you have to consider for sewing or cloth simulation in general:
1. the topology should consist of equal sized faces/poligons (squares), or about that. There are exceptions, of course.
2. the size should be scaled few times more from real.
Please, check the linked file in the description to examing the sewing part.