Qualoth Tutorial Draping: Preparation for clothes simulation

 

Thank you for chosing FXGears Qualoth. The following list of videos is arranged according to the process of draping clothes with Qualoth 2009 and Maya 2008.

 

Please click on the images to start the videos. Thank you and enjoy!

 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.

 

Chapter 1: Preparing a scene to set up clothes

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.

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.

 

Chapter 2: Draping pants

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.

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.

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.

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.

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.

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.

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.

 

 Chapter 3: Setting up Shirts

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.

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.

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.

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.

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.

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.

 

 Chapter 4: Finishing Draping

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.

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.