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Garment Maker модификатор
Подскажите пожалуйста не могу найти этот модификатор.
в уроке по созданию штор используеться этот модификатор.
Или он как плагин к максу должен быть установлен дополнительно?
На сайте c 03.04.2008
Сообщений: 704
Москва
Это не плагин. Он в списке где-то после FFD модификаторов. Но только если сплайн нарисован, если, объект, например, плэйн, то модификатора не будет.
На сайте c 15.05.2009
Сообщений: 100
EARLDK:
ЛисаКот
Пожизненный бан
при применении модификатора gar.maker к сплайну начальная форма его изменяется, точки на сплайне замкнуты
В чем проблема подскажите.
Сплайн должен быть только в одной плоскости построен , например в окне фронт сплайн рейстанг,или возможно его построить в 3 плоскостях? у меня сплайн имеет форму полубублика
3ds Max Character Clothing Tutorial
In this 3ds Max tutorial we will create a simple t-shirt for a character model. We have supplied a “human_figure.obj” file for you to import your model. So all this tutorial is going to focus on is creating a garment (t-shirt) and using modifiers to make it easy to wrap the shirt around the human model.
If you are working with 3D character models, you want to put clothes on them. To model this all by yourself would be very difficult. But you don’t have to… the 3ds Max Garment Maker modifier comes to the rescue. On top of this you put a cloth modifier and start the cloth simulation.
Watch the YouTube video if you have any problems with the following tutorial. The following GIF shows how easy it is to wrap a cloth like a t-shirt, in a character model.
I will put the steps in this tutorial in bullets points below:
* Use the Line tool to draw outlines of the garment you want to simulate.
* Break the vertices of those lines (to prepare for the next step).
* Place a Garment Maker modifier onto the stack (above the line).
* Start creating seams to connect the t-shirt pieces.
* Apply a Cloth Modifier; adjust some settings, and (Simulate Local).
* Once the simulation wraps the t-shirt on your model, apply a texture.
Download project files (includes model and max file):
Watch the youtube video (complements written tutorial):
3ds Max Clothes Tutorial
How to make a T-shirt for human figures in 3ds Max
Now draw one side of the t-shirt with splines. Use Bezier Corners or Bezier when you need. Shift clone the line to the opposite side, and rotate it 180 deg in the Z axis to flip it. Then Attach the two splines. Go to vertex sub object level of the line and use Connect feature to connect the two halves at the neck area.
After making and adjusting the neck, In Move mode, Clone the whole thing as we need 2 parts (front and back). Then make a rectangle line with double height of the arm area of the pattern as in the picture below. “Convert to Spline”, then use the refine in vertex mode to add a vertex on the middle of the line.
Make a copy of that, flip and place on the other arm side. Then attach all of the lines together. Go to vertex sub object level, select all the vertexes and click on break. Again select all the vertexes and click on break just to make sure. We need to do this for the next steps comming up.
Watch the video to get help with any part you have trouble with here.
Apply Garment Maker modifier on top the line object. Then go to panels sub object level then select and place all the garments pieces in right position as seen below. For the back side, flip the pattern by rotating it 180 deg on the Z axis (or it will be inside out).
For the arm sleeves, you can rotate them by -90 degees. Then adjust the curvature in the Panels. If it’s giving you the wrong direction of curve, change the axis from X to Y or Y to X.
When you’re done with placing the garments in position, go to the Seams sub object level. Now select every two segments at a time which need to connect, and click on Create Seam. For the arms below, we already made 2 segments which have been sewn together.
If you get an error like “seamed spline length not in tolerance” then scroll down and increase the value of seam tolerance slowly. Try increasing 0.1, 0.2, 0.3 or so.
If you get crossed seams like the image below, the select the seam and click on reverse seam. The next image below that show how it should look.
When you’re done with the seams, apply a Cloth Modifier on top of the Garment Maker. Then go to object properties in the modifier tab. In the window, click add objects and add your character model from the list (download the zip).
Select the cloth object on the object properties window, select cloth radio button and change preset to Rubber. This will give us the parameters to run the simulation to make a normal t-shirt.
Then select the character model, select the collision radio button and change the offset to 1.25. This will prevent the simulation from overlapping and interpolating the cloth with the character (which can mess up the output).
If you click Simulate Local now, then you’ll see that the cloth will act like rubber and it will fall way down which is not like a t-shirt. So reset the simulation if you already simulated, then scroll down and turn off gravity in simulation parameters (uncheck it).
Now click on Simulate Local and wait until you get a satisfied result. (Don’t run it for more than 25 seconds or so, or the simulation will shrink the shirt through the body of the model).
No matter how longer you simulate, you will see a small or longer gap in seams joints. To fix this, just scroll down and uncheck Use Sewing Springs and then simulate for a short time again. If you simulate a second time for longer, you may get weird results.
Below is a sample rendering in 3ds Max with simple materials.
You can apply textures on the simulated cloths just like you would apply them on the plane before the simulation. You can also convert the cloth object to editable poly to unwrap uvw and apply certain maps this way.
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Amazing Cloth & Garment Maker Modifiers In 3ds Max
In our today’s blog, you are taken to the vast world of Cloth Simulation modifiers and their various uses so that you can understand the basics of the simulation effects, modifiers and their various implementation techniques.
Simulation and effects give instruments or tools for demonstrating and modelling spatial changes, particles, physical properties, atmospheres, Polaroid simulation, digital camera simulation including presentation control, and so forth.
The blog is produced by the MAAC Kolkata team so as to educate the animators, beginners, VFX beginners and the 3D modelers about the various simulation modifiers and their utilization in Animation and Visual Effects.
Cloth is a propelled cloth-simulation engine that gives you makes sensible garments for your characters furthermore different creations.
The cloth will be planned as well as designed in concert with a display for the demonstrating and modelling devices in 3ds max.
It can also turn practically whatever 3d item or object under clothing and it also permits you on raise garments starting from scratch.
Preceding you start working for Cloth, we propose that you perused this overview.
It gives foundation majority of the data and background information on cloth-simulation modifiers technology, with the goal that you could start to grasp precisely those route Cloth-material meets expectations in Cloth works.
It will provide you with a preferred overall comprehension of how to set up Cloth scenes, those paths the Cloth-material behaves, and the show of propelled controls you will have at your disposal.
Likewise a craftsman and creator, you could utilize this information to tailor how Cloth will influence an associate for your scenes, what’s more, entryway you could best take advantage of this programming software.
Cloth-Simulation innovation tool
Cloth Simulation is the procedure for recreating the development-motion and deformation of a bit of fabric or alternately cloth which emulates how Cloth-material might respond to this present reality.
In order to make cloth simulation work, initially, you have a fabric or cloth object, for example, such as that a tablecloth or a couple of jeans.
After that, you require something to that fabric in cooperation with.
This can be a general collision object or item object, for example, a tabletop or alternately character’s leg, or energy, for example, wind or gravity.
The Cloth-material-Cloth modifier is considered as the heart of the fabric or Cloth system, and also it is connected to all objects in your scene that need to make and are a part of the fabric simulation.
This is the place where you characterize cloth and collision objects, relegate properties and furthermore execute the simulation.
Different controls incorporate making or creating constraints, interactively dragging the cloth, and erasing parts of the simulation.
To a cloth simulation, you will enable the cloth Cloth-material to know which objects will be a part and parcel of that simulation, and also which are not a part of the simulation.
When you have finished this, you define the thing that the objects are produced of.
You might define what will be aggravated for cloth, and what will be a solid, collision item.
Due to the reason that cloth is a modifier, an example of it may be doled out on each object included in the cloth simulation.
This incorporates constantly on fabric cloth and also on collision items.
A chance to be mindful that two fabric Questions for two separate provisions of the Cloth-material modifier won’t cooperate with each other.
Texture Fabric Behavior
The Cloth-material gives a wide range of approaches to set up fabric texture behaviors.
You can influence your Cloth-material cloth to carry on like calfskin, silk, burlap, and anything in the middle.
The Simulation Modifiers
When the majority of your parameters are set and you’re prepared to go, it’s an ideal opportunity to reproduce.
As a rule, you will initially play out a nearby simulation to fit your texture to your character.
Once your texture is set up, you can simulate after some time.
Running simulation modifiers in Cloth is exceptionally freestyle.
You can roll out numerous improvements and alters to a simulation, making it to a greater extent a work in advance than a tick and a “desire generally advantageous” situation.
Requirements or Constraints
You can compel texture-fabric in different approaches to making diverse fabric effects amid simulations.
Cloth-material-cloth can compel fabric to have additional drag as it flies through the air, or can make it be influenced by a space twist in the scene.
Connecting a segment of the texture to an animated object or joining to a surface are other basic limitations.
On the off chance that you needed to make some jeans you would oblige the best segment of the jeans to the abdomen of the character or a window ornament can be compelled to a pole.
Limitations are an imperative and powerful piece of Cloth.
Cloth-material can make different gatherings of compelled vertices for incredible adaptability.
You can compel a wide range of parts of a bit of apparel to various hubs’ surfaces or other fabric objects.
You assemble limitations in Cloth at the modifiers Group sub-object level.
At this level, you can see vertices of every single chose to object, both fabric and impact.
You would then be able to choose these and put them in gatherings.
Once a gathering is characterized, you would then be able to append or “constrain” the determination set to another question, or have it influenced by some outside power.
The Garment Maker Modifiers
The Garment Maker Modifiers is a specific apparatus for making 3D articles of clothing from 2D splines, also to the way genuine garments are made, by sewing together level bits of Cloth-material.
A piece of Garment Maker is probably a modifiers that is laid out to acquire and collect 2d illustrations or patterns/styles that you could that point utilization with those fabric-material modifiers.
For piece of attire maker, you could take a basic, level, spine-based illustration/pattern
Furthermore, change over it will work, sort out its boards, and influence creases to will sew the boards together.
You can additionally characterize inward seam lines to seams and cuts.
Garment Panels
Garment Maker’s Panels sub-question level gives you a chance to mastermind the boards of the example around the character.
You would then be able to make creases where the boards ought to associate and be “sewn” together.
This gives you a chance to make the creases you require while perceiving how the attire will check out your character.
Making creases or seams like this is as a rule far better than making them in a level format since it enables you to picture what is being finished.
Pattern Creation
To make designs you can utilize the essential 2D spline devices in 3ds Max.
Fabric-cloth accompanies a few examples, however after you figure out how to utilize them, you will in all likelihood need to begin making your own.
Patterns can exploit numerous highlights that genuine sewing designs have, for example, darts and multi-portion creases or seams.
Thus it can be concluded that you can demonstrate or model garment in two courses:
by making the Cloth-material articles with standard 3ds Max Modelling and displaying techniques and applying the Cloth modifier to them, or by outlining or designing virtual dressing designs with splines and sewing together these different virtual boards to shape a full Garment utilizing the Garment Maker modifiers.
Welder Modifiers
Welder smoothes a system mesh that needs a shred secured nearby it.
Welder welds whichever the vertices or face normal’s for an Editable system.
The phrase “weld” normals signifies to make near to vertices use the same run of the mill.
The welder is proposed for use with Cloth-material networks that you have stored using a reason hold modifiers.
Incorporate that Welder modifiers of the stack over those reason hold modifier.
You don’t convince motivation to use Welder; however, the Cloth-material modifier will be even now unique in the stack.
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