How do I simulate clothes in Blender?
get pictures of real clothes and uv map or make your own realistic texture
no no, not the texture, but thank you for the idea…but mainly i mean the actual mesh, how do i get it to flow and act with the forces of gravity and all that, and also, how would i go about having it react to the human form mesh as if it were worn by the human mesh?
select the vertexs you want to make clothes for ie legs and duplicate scale a lttle bigger and shape tp your likeing then add the armature boom they dform as part of the mesh
gravity and crap thats in the animation you have to do that by hand
the game engine in blender isnt that fast… :o
but how do i make it baggy? i dunno if youve ever seen the movie The Incredibles, but in the making of, they said they could tailor the clothes and the computer would gravitate the rest, kinda like Inverse kinetics, when u can make a mesh look like a rag doll when you drag it.
Why not combine rigging the clothes and softbodies?
Your first stop always (your same questions is posted every other day):
https://blenderartists.org/forum/search.php
Tutorials on modeling clothes around the naked body:
http://forums.gottahavacuppamocha.com/viewforum.php?f=2
Tutorial on creating garments from the body mesh:
http://kokcito.tk
Script to help you rig the clothes:
https://blenderartists.org/forum/viewtopic.php?t=38267
The new features of Blender which you can combine with all the above for clothes simulation, especially look into soft bodies and force fields:
http://www.blender.org/cms/Blender_2_37a.496.0.html
You should be aware that “softbodies”, or meshes which deform due to physical things like wind, gravity, and movement, are still a relatively unpolished thing in Blender.
The stuff you see in the Incredibles is high-end, in-house stuff written by the guys at Pixar to look as great as it did. If you watch the extras on the DVD you’ll learn that even for these professionals, it was HARD to do. They actually had a whole bank of computers just doing simulations, and it wasn’t uncommon to have to resimulate things week after week.
If you want immediate satisfaction and you’ve got the cash, check out SyFlex with Maya or XSI.
Otherwise you’re going to have to dink with it and give up on a totally simulated animation. Search the forum for video tutorials on softbodies; there are a couple of good ones.
Notes:
-> softbody object (clothes) and collision object (body) must be on same layer.
-> collision object should probably be an invisible duplicate of the relevant parts
…of the body, Alt-S (Shrink/Fatten)-ed to be a little bigger than the visible body.
-> Set inner deflection to 1.0 and outer to something large enough to keep the
…sb from intersecting the visible body. You can also adjust the invisible collision
…body (via Shrink/Fatten) in strategic spots.
-> To preview the animation without actually rendering
…(which is much faster for fixing errors), select your invisible
…collision object, press F7, and select “Wire” as the DrawType.
…You’ll still see it in preview mode, but just the wire so that you can see
…the visible body through it.
Also what tolobán said about mixing vertex groups (armature deformation) with softbody. Please study all his links.
Hmm…
Hope this all helps!