[3Ds Max] Simple use of cloth command

Introduction

In 3ds Max, "cloth" (Cloth) is a simulation technology used to simulate the behavior of cloth, fabric or soft body of objects, such as clothing, canvas, etc. By applying cloth simulation, you can simulate the deformation and dynamic effects of objects under the influence of gravity, collision and other external forces. This technique is commonly used in animation, visual effects, and game development to create realistic cloth animations.

Here are the basic steps for using cloth simulation in 3ds Max:

  1. Create a cloth object: In 3ds Max, you need to first create a geometric object to represent the cloth. This can be a plane or other shape representing the part of the cloth you want to simulate.

  2. Apply the Cloth modifier: Select the cloth object you created, then choose Cloth from the Modify menu. This will apply a Cloth modifier on the object.

  3. Set physical properties: In the property panel of the cloth modifier, you can set the physical properties of the cloth, such as mass, elastic coefficient, damping, etc. These properties will affect the behavior of the cloth.

  4. Add constraints: You can add constraints such as fixed points, fixed edges, and pinned points to the cloth to simulate fixed parts or attach to other objects.

  5. Simulation and Adjustment: After starting the simulation, you can play the animation on the timeline to observe the deformation and dynamic effect of the cloth. As needed, you can adjust physical properties and constraints to achieve the desired effect.

  6. Rendering and exporting: Once you are satisfied with the cloth simulation, you can render, composite the cloth animation with other elements, or export the animation to other formats for post-processing.

Note that cloth simulations may require some experimentation and tweaking to achieve realistic results. In addition, cloth simulation can be computer-intensive because it involves complex physics calculations.

Example (making a throw pillow using the cloth command)

1. First create a cuboid about the size of a pillow

Set more segments

2. Select "Cloth" in the list of modifiers

3. Click Object Properties

4. Select the box "Box014" and select "Cloth"

 The pressure here is set to 25, then click OK

 5. Click Simulate Layout

 Now you can see what this pillow looks like

If you find that the pillow has been falling down along the Z axis, you need to cancel the setting of gravity first, then click Reset Status, and then click Simulate Layout again.

 Finally unset the mock layout

 It can be seen that it is now in the form of a basic pillow

We can use the FFD command to stretch around the pillow:

6. Select "FFD3×3×3" in the list of modifiers

 select control point

 Select a point and drag it

 

 At this time, the shape of the pillow is more reasonable.

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Origin blog.csdn.net/ChaoChao66666/article/details/132357703