jc.clothes |
Aug 2008 |
| Last update: 6 Apr 2009 |
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The ideal way of making clothes is to actually model the patterns,
sew them together, make the character 'wear' them and use cloth
simulation to deform them to achieve realistic results. But there must
be a good cloth simulation technology to support this process. Here I'm
trying to use Maya's nCloth system to do this.
Workflow Overview
In essence, pattern is polygon object, stitch is implemented using
joints. But the building process is quite complicated. Fortunately, it
is possible to be automated and the majority of the tasks can be
encapsulated and hidden inside a few commands (see figure below). So it
can be summarised into the following steps:
- Make body measurement
- Outline patterns
- Create patterns
- involves Create Pattern, Create Garment
- Create stitches
- involves Create Stitch, Create Weld Constraint
- Set keyframes
- involves Set Keyframes, Attach Adjacent Stitches
- Play simulation for stitching
- Play simulation for posing
- involves Duplicate Garment
As
you see, most of the work are done by the commands. It remains tailor's
work: making body measurement, outlining pattern, which are up to you.
All the other work are mechanical and can be automated. The following
sections will describe the process in detail by making a simple blouse
so that you'll see how the commands work.
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Disable Undo
It is recommended that you should disable Undo before using
jc.clothes. Because each command involves a lot of actions, especially
jc.clothes -> Create Stitch which can involve thousands if pattern
division is high. Each command invocation would be stored in one undo
step which occupies memory. More memory would be taken if more actions
are involved. Maya would nearly come to a halt if the amount taken
exceeds the amount you've got and it won't tell you there's not enough
until a Runtime Error dialog box pops up.
.