What is the best option while animating a non complicated cloth?
It’s basically a tight one, like sintel’s. Does vertxes of the real body need to stay under? It’s betetr to use shrinkwrap or cloth simulation?
What is the best option while animating a non complicated cloth?
It’s basically a tight one, like sintel’s. Does vertxes of the real body need to stay under? It’s betetr to use shrinkwrap or cloth simulation?
Check out David Wards alien tutorial, I believe he ‘covers’ this…
No, but be sure you include enough overlap that all deformations can be done without revealing any gaps between garment & body. This applies to using the Mask modifier as well.
They serve different purposes. The Cloth sim is useful if you have loose garments than need to fold, wrinkle, crease or flow according to body movement. Shrinkwrap is good for close-fitting apparel that conforms to the body’s shape. They can even be used together to get the best of both worlds. But each also has to be used with due consideration of their limitations and testing under all deformation possibilities or they can fail (sometimes spectacularly) at the wrong moments.
In case I use shrinkwrap then i think i should leave the whole body vertexes combined with masking. Is it correct?
I haven’t tried using Shrinkwrap with a Masked mesh; you’d have to test if the masked vertices/surfaces still act as proper targets for the Shrinkwrap. But in any case, if you use Shrinkwrap properly, you probably shouldn’t need Masking. Depends on your model, though.
I’ll try combining shrink wrap with vertex group and then moving the borders with cloth simulation
THis is my model, i think shrinkwrap can funcion well, but will it simulate the “soft” movements of ther borders? Or do I need cloth sim?
With proper weighting of the Cloth pinning and Shrinkwrap target vertex groups, this should work OK.
One note: If you’re using Shrinkwrap in places where deformation gets to be too extreme it will fail, because its algorithms look for nearest surface points or vertices, and that isn’t always what you want for clothing, it has to flow along with the body motion sometimes, so use it with discretion and test frequently for its performance under deformation.
EDIT: Looking at the model, I don’t see any reason to use Shrinkwrap, and even Cloth is questionable. I’d be more likely to treat the leotard-like clothing the same as part of the body and just animate it using armature linkages. The SIntel model (at least the version I’m familiar with, released during the last sprint event) is a good pattern to follow in this regard. In this case the clothing will essentially take the place of the body that wears it, with some overlap at the edges of the garment(s).
One of the main reasons for this is because with such tight-fitting clothes, unless everything works extremely well, you tend to get penetrations of the clothing by the underlying body mesh. Even if these don’t show in the UI while animating, they can sometimes ruin a rendering session – Blender’s internal rendering engine sometimes has trouble dealing with closely adjacent surfaces. Even with Shrinkwrap set to “float” one surface above another, under severe deformation this can still occur. This is where the Mask modifier can become very handy, though it can’t solve all problems – much depends on the nature of the clothing & the body mesh, and of course the animation as well.