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Qualoth Tutorial – Draping: Preparation for clothes simulation
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Thank you for chosing FXGear¡¯s Qualoth. The following list of videos is arranged according to
the process of draping clothes with Qualoth 2009 and Maya 2008.
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Please click on the images to start the
videos. Thank you and enjoy!
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These videos require the installation of a special video codec.
The TSCC codec was used to compress high-quality monitor capture. Windows XP
users must install the TSCC codec. Mac users
must install the ensharpen codec for either OS9
or OSX. If playback is fuzzy, PC users may
wish to view the videos with the Camtasia Player.
The Player is a single EXE file that does not need any setup, nor does it use
the registry or any configuration files.
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Chapter 1:
Preparing a scene to set up clothes
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Part 01 –Introduction
The first video will introduce a
production of cloth simulation. After taking a look at the final output of
a Korean-traditional type clothes, you will get a process to set up layered
clothes.
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Part 02 –Initializing
This video will show you some important
check points before setting up clothes. First, you have to set a character
to the pose which pattern curves are designed. You also should rename
pattern curves to have unique names to avoid same-name problem.
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Chapter 2: Draping
pants
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Part 01 – Creating
patterns and seams
As the beginning of making clothes, making
patterns and seams is mandatory. You should create patterns from pattern
curves, and connect patterns by creating seam. After making a simulator,
you first define resolution of the simulator and run simulation some frames
to check shape of clothes.
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Part 02 – Tightening
waist of pants
Learn how to tighten waist of the
pants. .Plane constraint will prohibit the waist to move vertical, and you
can reduce horizontal size by changing UV scale of patterns. After the
waist attached to the body, fix vertices by creating a point constraint,
and make the pants natural by simulating in normal (9.8 N/kg) gravity.
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Part 03 – Modifying ankles
of pants
This video demonstrates how to make a
wrinkle with constraints. You can control cloth by keyframing a point
constraint to some selected vertices. You would easily select vertices with
paint select tool.
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Part 04 – Creating
colliders for pants
You will know how to create a collision
object to control clothes¡¯ shape on this video. You would use a polygon object
to create pattern curves quickly, and adjust simulation parameters to
organize collision among character, pants, and colliders.
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Part 05 – Using
colliders to tighten ankles of pants
This video covers how to use additional
cloth objects to tune pants. You will know how to set collision between
pants and a cloth, and control a constraint to avoid collision-constraint
crash.
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Part 06 – Fix
the shape of pants
This video demonstrates the final
process to make baggy pants. You will know how to use point constraint and
keyframe to control specific parts of pants.
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Part 07 – Finalize
pants
This video will show the process of
finishing making pants. You will see the process of saving pose, and arranging
nodes of pants.
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Chapter 3: Setting up Shirts
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Part 01 – Beginning
making inner shirts
This video covers the creation of inner
shirts. You will review creating patterns, creating seams, adjusting
resolution of simulator, creating collision, and making basic shape of
inner shirts with viscous damp.
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Part 02 – Fasten arm and
waist of inner shirts
This video demonstrates the process to
modify arm and waist with additional cloth objects. As you watched in the previous
chapter, you will see the process of making colliders, connect to clothes,
and adjust parameters to avoid troubles.
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Part 03 – Modifying
inner shirts
This video introduces the process of
some problems. You would understand why you should make keys of parameters
through add missing seam, and off simulation of waist collider to avoid a
trouble.
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Part 04 – Tuning arms
and fixing a trouble of the waist
In this video, you will see how to fix
a problem by adding keyframes, and finish making inner shirts. As the
process of making pants, you can use point constraints to make clothes
baggy, and add keyframes to disable belt becoming broken. After all, you
should save and finish making the shirts.
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Part 05 – Creating outer
shirts
This video demonstrates how to start
making outer shirts. As collision objects for outer layer, you can
duplicate simulated mesh of inner layers; inner shirts and pants. Next, you
should make patterns, make seams, and adjust parameters to begin draping
outer shirts.
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Part 02 – Making shape of
outer shirts and finalizing
This video shows the process to finish
setting outer shirts. Animating point constraint, making belt collider, and
other finishing works will be shown.
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Chapter 4: Finishing Draping
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Part 01 – T to A
This video demonstrates the processes
of adjusting pose of clothes from the T pose to the A pose. First you
should make attach constraint to fix arm, waist, and leg of clothes to a character.
Then, make a simple animation of a character which moves from the T pose to
the A pose.
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Part 02 –Optimizing
Optimize and regulate clothes for later
job. Delete keys and arrange nodes on a new file. Save pose of clothes at
the A pose, and paint attribute maps to optimize simulation.
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