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JAPfeiffer — Walk in the Woods

Published: 2014-02-14 14:46:38 +0000 UTC; Views: 1107; Favourites: 23; Downloads: 16
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Description Made in Cinema 4D
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Comments: 13

Karmela-LKL [2014-03-03 07:21:31 +0000 UTC]

It's amazing! And it looks like a real scene from a cartoon!

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JAPfeiffer In reply to Karmela-LKL [2014-03-04 03:43:16 +0000 UTC]

ty ty, soon it will be a real scene from a graphic novel.

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chidoriownzu [2014-02-15 17:59:45 +0000 UTC]

is the dress animatable? or is it just a solid?

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JAPfeiffer In reply to chidoriownzu [2014-02-15 20:54:42 +0000 UTC]

Animated using the cloth simulation in C4D.  I then cached it and offset it to find a frame I liked.  

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chidoriownzu In reply to JAPfeiffer [2014-02-15 23:59:05 +0000 UTC]

how did you make the cloth only effect that part of the character? or is the dress an entire separate object? sorry for the questions im doing a character at the moment and would love to see how you did this as i wanted mine to have an animatabol dress.

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JAPfeiffer In reply to chidoriownzu [2014-02-16 03:05:00 +0000 UTC]

Now worries, I love doing this stuff and love talking about it hehe.  The skirt is a separate object.  The to keep it attached to the main body I used the "Cloth Belt" tag and assigned the top most line of points. I tend to keep a lot of the elements to the character as separate objects.  Even the gloves are a separate piece. That way I can use the "Cloth Nurbs" with subdivision set to 0 and add just a little bit of thickness to it.

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chidoriownzu In reply to JAPfeiffer [2014-02-18 10:20:18 +0000 UTC]

thats very smart, when i use the cloth belt i can't move it so i always thought it would not work well with a character just because its a pain to animate, i tried doing gloves on a hand but the moment i clicked play they spazzed out and just broke haha! what would you suggest for learning how to use cloth for characters? as there are nog ood tuts online and its very hard to learn independently. 


And i agree i love talking to other 3D designers it's always interesting. 

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JAPfeiffer In reply to chidoriownzu [2014-02-19 06:19:52 +0000 UTC]

Yah the belt will move with whatever geometry you attach it to.  in addition the belt doesn't have to be one single loop of points, it can be entire sections of your geometry.


I totally agree about the cloth tutorials, outside of making a very simple dress, t-shirt or pillow the cloth tutorials online are a bit lacking. So I will share what tips I have learned through trial and lots of error.  Still in my learning process, btw so these are just maybe building blocks to start from.


First is, you only want to use cloth when it will add something to the character or scene.  Generally with a glove there would be such minimal movement it would make more sense to just have it as a straight model.  If you are trying to have gloves that have a large wrist opening that hangs down, you might have more success with setting the droopy part of the glove up with an IK joint chain and applying dynamics.


Next, when cloth is the way you want to go, you need to make sure that the geometry of the cloth is built so that it doesn't intersect any of the colliders prior to starting the simulation.  If it does you will often run into the cloth 'exploding' or getting trapped inside the collider geometry.  Now that not only means that the geometry can't intersect, but also the collision settings under the "expert" Tab.  You may need to reduce those to keep from exploding the cloth. You can also have the initial clothe model scaled up larger than it needs to be and adjust the size percent in the cloth tag to scale it down to the appropriate size.  Remember when you first start the simulation it can be a little jarring to the model as the initial forces are applied, so give it space and time in the timeline to adjust properly.  Something else to limit explosions is to bring down bounce on both cloth and collider.


Your base geometry often needs to have higher geometry than you need for the shape.  If the skirt is passing through the leg, then you need more loops in the leg.  Often we can model a character with very simple geometry and let subdivision or hypernurbs fill in the gaps.  That doesn't work for simulations, so take some extra planning if you are going to use cloth to add some extra geometry to support the simulation.


Base settings for clothing tend to include high stiffness (I tend to keep mine at 100%) and low Flexion (I have gone as low as 0.5%).  each simulation of course is different so will require some adjustment.


If you have individual points or areas that are launching in to orbit there are a few things to play with.  First is reducing the collision sizes under the expert tab.  You may also try the simulation with different varieties of point, edge or polygon collision checked on or off.  Something else to look at is increasing Sub Sampling under the expert tab and Iterations under the Tag tab.  Basically these increase how many times the simulation calculates the point movement between frames, so every increase will increase the time to simulate by a good amount.  That said, increasing the numbers to 9 or 12 or sometimes higher may be just what your simulation needs.


Final tip for this go around.  I always had the trouble of hitting play then it is using all my processor power to do the simulation that it can be hard to stop the damn thing.  So what I started doing is always just calculating a cache file.  That way it won't loop when it reaches the end of the timeline so it will always stop on it's own, and you can actually hit play when it is down to see the cloth move in realtime which will often give you a cleaner idea of what is really happening in the simulation.  To speed things up you can always start with a shortened timeline, say 30 frames, just to make sure the cloth isn't exploding and then increase the time as needed.



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chidoriownzu In reply to JAPfeiffer [2014-02-22 16:36:12 +0000 UTC]

I honestly never thought about adding more pollys to the under model to make the dress stop morphing through thats a really obvious oversight now i really think about it!


yer the launching into orbit thing is always funny it took me awhile to figure out why it was doing it,  i sorted it out by moving the points around but that kinda ruined the look of the thing i was going for which was obviously not what i was going for so ill try that next time.


arggg yer is that the same as baking the cache? or is it something different for simulation?


thanks for all the info man iv screen capped this so when i next get around to making a model with a dress that hopefully will be soon when im back in uni i can give it a go!


Sorry for the late response had been rushed to hospital so have been taking it easy these last few days just getting around to replying to people haha.

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JAPfeiffer In reply to chidoriownzu [2014-02-26 18:24:27 +0000 UTC]

It is the same as baking cache, there is a cache tab on the cloth tag itself to bake the cache though.  What's nice is that if you like the results of the cache you can save them out and then make adjustments.  If the new adjustments end up not as good you can load the previous cache back in.

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chidoriownzu In reply to JAPfeiffer [2014-03-01 10:09:49 +0000 UTC]

Oww gosh i never new that so it will slow with no stress on my machine and also let me save original animation? thats amazing

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CHEYENNE75 [2014-02-14 14:58:20 +0000 UTC]

really well done !

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JAPfeiffer In reply to CHEYENNE75 [2014-02-14 15:23:18 +0000 UTC]

Thank you, thank you

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