Create a towel over a towel bar?

I just want to create a basic towel and have it hang on a towel hanger. I want folds and wrinkles, etc. Can I just create a plane and apply gravity and/or a fabric-style deformer? I remember something like this in Poser, and I was wondering if it was available in Blender without trying to create all the folds by hand.

Thanks so much for your time!

The above are a few written (non video) links I found… they could be outdated though. If you google “blender cloth tutorial” you will find lots more, although most are video tutorials and as I have a very slow connection I thought I’d point the way rather than sift through them all for one I’d most recommend.

The info is dated, but I still managed to find the comparable values, even though, could not get the soft bodies to work. Tried numerous occasions, and even attempted other tutorials. If anyone can give me a tutorial or break it down I’d appreciate it.

The soft body object oscillates up and down, and does not collide with other geometry. I’ve turned collision on, and tried vertex groups set at 0 or 1. I tried it all.


I went ahead and hit up Youtube, and Soft Bodies is no longer a mystery. Unfortunately at work Youtube is blocked via our firewall.

So, last thing I need to know is how to:
A. Animate and Save as movie. Do I need to keyframe, or can I just simply render out an animation based on the physics.
B. Do I just go to a frame a I like and make into mesh? For instance, say I model a bedframe and want messy sheets… I’d probably throw a mesh with Soft Bodies on the frame, guessing I’ll have to choose one of the frames as the final. NOt sure how to do that yet.


I wonder why you did not choose the cloth simulation.
Anyway that does not make a difference to your questions.

A. Both (cloth and soft bodies) use a more or less clever caching system to store results to disk. So it is possible to render on the fly if you don’t use a render farm . However it is advised in a more complicated production process to “bake” the animation. That is: store it permanent. The bake options are in either case on the collision tab ( don’t ask me why ). The baked cache also can be transferred to a cluster render.
Note: once baked the mesh will not notice any changes in the preceding modifier chain.

B. Both work a as modifier, so if you go to the edit panel (F9) you will see the modifiers stacked on top of each other.( a typical setup : armature -> soft body -> subsurf ) So if you want to ‘freeze’ the current output of a modifier push the apply button.

Just in case you have not found yet: