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Since the release of Maxons Cinema 4D 9,
Mocca the softwares character animation
module has included an extremely
powerful cloth simulation engine calledClothilde. For any current Cinema 4Duser who doesnt
have one of the more comprehensive C4Dmodule bundles
(such as XL or Studio), this feature alone makes the Mocca
module worthy of consideration, even if character rigging
and animation isnt your usual cup of tea.
Clothilde allows for the quick creation of natural-looking
cloth elements and garments, and is as suitable for still
renders as it is for those in motion (which would often take
considerably more time to model by more manual means).
In this tutorial, well demonstrate how you can dress up a
scene with some basic, and easily created, cloth items. It will
help to add that all-important organic touch, and will hopefully
demystify some of cloth simulations primary features for
those who want to try it, yet were daunted by its apparent
complexity. Well attempt to create three original items us ing
the powerful Clothilde engine: a simple cushion, a pulled-back
net curtain and a large ceil ing cloth. Finally, you will clothify an
existing clothing model, to integrate it better with a character
and make it more natural-looking.On the CD, you can find full-sized screenshots for the
tutorial, along with pre-built scene files corresponding to the
start and end of each section of the walkthrough. Load these in
and refer to the settings if you get stuck at any point.
As a bonus, DAZ Productions (www.daz3d.com) has also
provided most of the stock Poser-related characters and props
used in this image, although Poser itself is not needed to
complete the tutorial. For full details, see page 114.
Adam Benton is a freelance CG artist.
He produces imagery and animation
for advertising, editorial, and
corporate clients including
Saatchi and Saatchi
www.kromekat.com
ACTFILE
FOR
inema + ith
occa module
DIFFICULTY
Intermediate
TIME TAKEN
to hours (depending
on processor speed)
ON THE CD
ull-size screenshots
Supporting Cinema 4D
scene files onus roductions
Posercontent
044 | 3D WORLD February 2006
From cushions to clothing, fabrics can really add the finishing touches to a 3D image. Make use of the new
Clothilde engine in Cinema 4D 9 to add natural-looking cloth elements to this fantasy scene BY ADAM BENTONdressto
kill
CINEMA 4D
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Cloth simulation | TUTORIALS
February 2006 3D WORLD | 045
ON THE CD DAZ Productionscharacters and propsas sold for $145SEE PAGE 114
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046 | WO L
D WORLD February 2006
TUTORIALS | Cloth simulation
w t c to po n t mo e an use t e ve e ect o n
ool to select each of the corner points (holding
own t e t ey an t en a num er o ran om,
but evenly spaced, points scattered around the area of the
rectangle. These points represent where youll pin the cloth
s eet to t e ce ng.
STAGE ONE |Hanging ceiling cloth
tart up nema an oa t e ce ng_c ot .
4d file from the CD. In here, you have the basic
tructure o t e room s own n t e scene, w c you
can use as a guide for the draped ceiling sheet. A plane object
has already been created and placed just below the ceiling.
ncrease ts su v s on to t egments y e g t
Segments (to give us square polys), and make it editable.
01 02
ac n t e resser ta , c c e ax sett ng teps
to 2) to settle the form further, and click Init State.
Now the cloth starts from this form, which means it
can further interact with other elements and forces, which is
particularly useful in animation! Were using this as a static
prop e ement, owever, so you can now sa e t e c ot
engine by unchecking it in the Tag tab.
07
mpty your c ot cac e agan, se ect t e p ane an
go to Functions > Subdivide > 1. This now gives you
, po y s to p a y w t . our po nts s ou st
be selected and will need fixing again in the Dresser tab;
recalculate the cache. This yields a much better result, as
you can see n t e next screens ot.
06
t t e p ane o ect se e cte , app y a ot tag
rom the Clothilde Tags menu and click on the
Cloth tags icon in the Object Manager. We want
t s mater a to appear g t an t n, e s , so sett n g a
Stiffness of 1 should be adequate. Flexion is related to the
bendability of the cloth, and affects how finely it folds, so
t s can e set to , a ong w t ounce.
03
n t e resser ta , an w t your ponts st
elected, click Fix Points > Set. In the Cache tab,
lick on Calculate Cache and watch as your cloth
s s muate . a went to p an, t e seecte ponts are
nchored to the ceiling and the plane will have become
raped cloth. You will see that the cloth never really rests
propery, so go to t e orces ta an set t e o a rag to .
04
eca cuate t e cac e your a r c s ou now come
to rest. Select your plane, hold down [Alt] and add
HyperNURBS object. Even with the HN object,
e mes snt as smoot or as e ne as we wou e or
uch a thin material. The cloth engine doesnt have enough
polygons to begin with, so more need to be added.
05
na y, rename t e yper o ect to e ng
Drape, open the Scene Default.c4d file from the
CD and Copy and Paste the drape into the scene file.
Locate the Ceiling Drape material and apply it to the object.
08
EXPERT TIPHidden pointsDuring the process of selecting
multiple points, polygons or edges,
especially those along a particular
axis, you may find that the axis
handles get in the way, which may
prevent you from making further
selections. To rectify this problem,
you can choose to toggle the
handles visibility on or off by using
[Alt]+[D]. Another useful command
(and one used in this tutorial) is to
hold down [Alt] when selecting a
modifier such as the HyberNURBS
or Cloth NURBS objects. This makes
the currently selected object a child
of the modifier.
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Cloth simulation| TUTORIALS
Its now a case of experimenting with the tag
ett ngs to get t e r g t ee or t e mater a . o see
he settings we used, refer to the scene file on the
CD. Each time, simply tweak, rewind and play again (or empty
t e cac e . en you r e appy w t t e as c oo a n ee ,
enable the Self Collision option under the Expert tab and run
the simulation again.
15
Place the object in a HyperNURBS and apply the
et urtan mater a to t. gan, n t s case, t e
object isnt going to be animated, so disable the
Cloth Engine on it (see Expert Tip box). Rename the object
n opy an aste t nto t e scene ocument.
16
STAGE THREE |Tied-back curtain
or a curta n to oo e ts een pu e ac , we
need to do just that, and well use some simple
animation to help. Open the Tie Back Curtains.c4d
e rom t e an ncrease t e p ane s su v s o n to
Width Segments and 60 Height Segments. Make it editable
and apply a Cloth tag. Were going to use the half torus
o ect to pu t e curta n ac , so app y a o er tag to t .
12
e ect t e orus o ect an recor a pos t ona
keyframe (click on the red record button). Note that
the Y value is currently at 300 and X is -440. Move
your t me ne orwar to rames an move t e orus to
Y=500, and X=340, then record another keyframe. The X
movement gathers the curtain inwards, and the small
movement s ou e p t t nto a n cer s ape.
13
ow we nee to x some ponts at t e top o t e
curtain to hang it. In point mode, select every fifth
point, and in the Dresser tab of the Cloth tag, click
et next to x o nts. ress t e an mat on p ay utton,
or click on the Calculate Cache button in the Cloth tag. Our
curtain is now pulled back.
14
pen t e u s on.c e rom t e . e ect t e
ube object, make it editable and, in polygon mode,
elect the top and bottom faces. Use the Subdivide
uncton aga n w t a settng o . ppy a ot tag to t e
cube object and a Collider tag to the sphere.
09
nvert t e se ecte poys so t at ony t e s es are
selected. In the Dresser tab of the Cloth tag, click on
Seam Polys > Set. Stiffness is fine at the default 10,
ong w t a exon vaue o . n t e resser ta aga n, set
the Dress-O-Matic Width at 1m, which will be the height of
t e seam po y s. ow c c on ress- - at c .
10
STAGE TWO |Simple cushions
For this scene, the cushion no longer needs Cloth
functionality, so delete the Cloth tag and the
p ere o er o ect. t t e seam po y s st
elected, use the Hair Departmentplug-in (on the CD) to
dd tassels. Make individual adjustments and place it all
n a yper . ename t e o ect, copy t to t e cene
Default and apply the Cushion Textures from the CD.
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EXPERT TIPDynamic fixesClothilde isnt simply for animation.
One of the great things about
the engine is that you can simulate
a material into a default relaxed
state, fix it, and then keep trying
more interactions and external
forces on it, with repeated fixing
until you get the result you want.
This means that you can create very
dynamic sculpted forms within your
still images and all without having
to pull points around by hand. Tomake an object static again after
running the cloth simulation, turn off
the Cloth Engine from within the Tag
tab of the Cloth tag.
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TUTORIALS | Cloth simulation
e o o o t e c o a as e en e erate y
oversized using the available morphs. The cloak
needs editing, however, as its currently double-
s e , an ot e seems to wor est w t a s n g e ayer
of polys. We can easily select and delete the inner polys
using the Selection tags.
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Next, click on the Belt tag. You need to define the
o ect t at t e c o a w attac to, so rag t e
Collision object into the tags Belt On field. Now
click Set and the points should turn yellow to indicate that
t ey r e now e te .
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Back in the Cloth tag, click on Calculate Cache
aga n. s t e s muat on progresses, t e c oa
stays in place and the hood falls over the top of the
head, partially obscuring the front of the models face. As
e ore, some exper mentat on w t t e t ness an ex on
settings is required to achieve satisfactory results. Again,
refer to the scene file on the CD to see the values we used.
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ot e s capa e o creat n g comp e x c o t ng,
nd simple geometry can be converted into fitted
garments quite easily using the techniques already
out ne . owever, you may a rea y ave some premo e e
clothing youd like to clothify. Weve set up this character
(Cloaked Figure.c4d on the CD) in oserand imported it using
o ert emp etons nter oserp u g- n not nc u e .
17
he solution is similar to the way in which we
prev o us y xe t e c o t to t e ce ng, ut t s
ime were using another tag. From the Clothilde
Tags menu, apply a Belt tag to the cloak. In point mode,
se e ct some po n ts e t er s e o t e c oa s s ou er area.
Only a few points will be needed along the front, and perhaps
a couple more from the second row.
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STAGE FOUR |Clothification of existing clothing
Using the Selection tags, delete the Lining and Trim
of the cloak, as well as all the unnecessary Texture,
e ect o n an orma s tags. tr -c c o n t e a n
Figure and scroll down to Select Children, then choose
Connect from the Functions menu. Hide the original Main
gure an rename t e new gure o s on.
19
Now youre ready to simulate the cloth onto the
gure. eve c osen to ma e t e c ot a t te
stiffer than previously, so weve used a Stiffness
setting of 40. Remember to add a Global Drag value of about
to prevent too muc mot on. e ve a so ragge a s mp e
material onto the cloak, making it easier to see.
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In the Cloth tag, click on Calculate Cache. At frame
, t e c oa oo s , ut as you get urt er nto
the simulation, you can see that the weight of the
cloth is actually causing it to slide off the figure until it just
rests on t e ac o er ea e x t s n t e next sect o n
of the walkthrough. At this point, empty the cache.
22
STAGE FIVE |Belting up
he cloak is intersecting the left arm, so you need
o e t t e mes . e ect tructure > rus an
arefully pull the cloak mesh backwards, away from
the arm and hand. The hair polys are also sticking out at the
ac , an t ese can e e te n t e same way, or s mp y
deleted. Once this is complete, apply Cloth and Collider tags.
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Cloth simulation| TUTORIALS
In the Dresser tab, relax the cloth a couple of steps
n c c t e n t t ate e t utton. e c o a s
efault position is now set, and the Cloth engine can
e sw t c e o or t e sa e o o ur st ren er scene. rop
the cloak hierarchy into the Main Figures hierarchy and Copy
and Paste into the scene file; position as required.
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n t e ma n scene e, arrange your new y create
loth elements to your individual requirements.
We decided to add a gold, silky edge to our cloak
t a exture e ecton tag ot textures are n t e scene
le). Sometimes, you may find that, despite all the cloth
imulations, youre still not entirely happy with the look of
e o ects s ape, yet t eres not ng to stop you us ng t e
rus too or w atever you pre er to use to scu pt
the mesh even further towards your desired form. We
did exactly that in this instance (see above), reducing
t e st ness an n at o n o t e o o . s sn t a
comprehensive exploration of all of Clothildes many
features by any means, but weve hopefully whetted
your appet te or more
STAGE FIVE (Continued) |Belting up
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Select the Cloth NURBS object and set the thickness
to . . s goes some way towar s smoot ng t e
mesh and will add thickness, but the cloak could still
benefit from more smoothing, so add a HyperNURBS object,
too. ow, t e t c ene e ge s roun e , a o ng w t t e rest
of the cloak.
27
fter applying settings, go back into the Cloth tag
n ma e sure e o s on s t c e un er t e
Expert tab, then recalculate. Select the Cloak object
in the Object Manager, hold down [Alt] and, from the Mocca
menu, a a ot o ect. e c oa s now a c o
the NURBS object.
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ust or un, ets go ac a coup e o steps n our
previous cloak document, reactivate the cloth
engine, and see the effect of adding wind forces to
t e c o a . n t e orces ta , ma e t e n rect o n = m,
and the Z=-1m. Make the wind strength 5. Ensure that
the Hyper and Cloth NURBS are deactivated and click on
a cuate ac e.
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EXPERT TIPDo-it-all fabric powerWith its sophisticated dynamics
and collision detection, you can
use Clothilde in the simulation of a
number of other real-world objects.
For example, a cloth car crashing
into a collider wall, fronds of kelp
moving in the currents of the sea, or
the wings of a butterfly flapping. A
single piece of cloth can also have
a number of different propertiesacross its surface with the use of
vertex weight maps. For example, for
a dress that is tightly fitting around
the torso and flared around the
legs, you might use a weight map to
control how much each area can flow.
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