For charaters.
How can I make clothes for a charater? It would have to follow the charater and also be deformed with the charater.
Or… do I just create a bunch of clothes and the visible parts of the charater and put different colours on the mesh?
For charaters.
How can I make clothes for a charater? It would have to follow the charater and also be deformed with the charater.
Or… do I just create a bunch of clothes and the visible parts of the charater and put different colours on the mesh?
You can also do the clothes and visible parts as separate meshes
To make clothes deform is not easy task, without collision detection. There is one script i know of, that can be used to achieve cloth like deformation on meshes, but it is not easy to use and i don’t remeber it’s name.
–edit—
Here’s the link:
the idea with the lattice is quite interessting. if you are refering to taking of the cloths I cant imaging a real “wearing” with this yet…
all my hope is consentrated on ode! maybe there’s a algorythm in c somewhere you can use and include in blender…?
My suggestion would be to select the faces of the body where you want the clothes to go, duplicate them,…scale them a bit with alt-S, seperate them from the rest of the mesh, modify them to look like clothing, then where the clothes would go, delete those vertices of the body, and put the clothing in their place. That way you don’t have to worry if the body beneath the clothes will deform along the exact same lines, and you have less vertices to deal with.
This is my take on the subject… honestly I has not tryed it, but it does more sense to me than using lattices or cloth simulation scrips (as they are now).
ARMATURES!!
Come on!! Cloth simulation is very cool, and in theory the best way to go since they ofer the most flexibility… but consider this: We are talking about a CG animation… your character/model will perform pre-set movements on it… it is not like he/it has a mind of his own and decides to improvise new movements whenever he decides.
This is what I’ m talking about: Supose you just completed the walk-cycle of your character, and suppose he is wearing pants, and the pants are meshes.
It is not impossible to rig the pants so that you can create ripples and the like with armatures… now you link those ripples on the mesh to the walk-cycle by using an action constraint (so that the ripples can be re-used). Of course we are facing a really time-consuming process here, but once the pants are correctly linked you just need to animate the character and the cloth will fallow and fold on the fly.
Do I come across?
Now that sounds really cool, time consuming but cool.
dreams wanders off muttering… “I just might have a use for that…”
I might want to add that is quite a waste of time to model any body part which will be then covered by cloth and that if you don’t model the body beneath you do not have any reason to do collision detection…
Stefano