For nCloth I would suggest to model a uniform quad mesh. Keep it as absolutely simple as possible and sooth the mesh downstream of the simulation. That, or use it as a wrap deformer on more complex geometry. Thickness is a paintable cloth attribute. In terms of the render you can extrude downstream of the simulation to thicken the mesh visually. (you don’t want to simulate on the extruded mesh)
Modeling can be tricky if you want all the uv seams to exactly match the way a totally flat printed fabric would assume a shape. The panel modeling workflow of the old classic cloth was nice in that the modeling preserved these properties, but it was cumbersome to use. I suppose in nCloth one could start with flat planes, create edge constraints(setting the constraint rest length to zero) between them and simulate, colliding with your chacter. Then do poly combine and merge vert on the resulting meshes(sort of modeling using nCloth). This sounds like a world of pain to me though. Standard modeling with eyeballing the look should be easier for most garments.
You may wish to get bunching effects through simulation, rather than trying to model them. In some cases this is simply animating your character from a rest pose to a state where bunched, then setting the initial state. In others you may wish to run simulations with collisions and animated constraints to pull clothing into shapes and folds, then copy the cloth output mesh to create your base mesh(and delete all the old temporary cloth simulation). Certain types of bunching shapes are much easier to get through simulation than modeling.
Duncan
Written in english, but the author was japanese or korean from memory. Was
making superhero outfits, tight fitting lycra wonderwoman style things
(ooo-er).
You'd think that'd be an easy google search, but I came up empty handed.
-matt
<snip>
> Modeling can be tricky if you want all the uv seams to exactly match the
> way a totally flat printed fabric would assume a shape. The panel modeling
> workflow of the old classic cloth was nice in that the modeling preserved
> these properties, but it was cumbersome to use. I suppose in nCloth one
<snip>
If you are just getting started with nCloth the following tutorial should be useful. It covers some basic setup issues that people commonly hit.
http://area.autodesk.com/blogs/duncan/basic_cloth_on_character_setup
Duncan
It's pretty cool. The one issue I noticed is that the number of verts at the seems of panels don't match up. Creating the geo by way of the surfaces>planar tool is the problem I believe.
-Paul
Thanks Paul.
-matt
Duncan
-----Original Message-----
From: maya...@googlegroups.com [mailto:maya...@googlegroups.com] On Behalf Of ma...@tokeru.com
Sent: Tuesday, February 09, 2010 9:44 PM
To: maya...@googlegroups.com
Subject: RE: [maya_he3d] nCloth starter
The first thing to try in increasing substeps (the default is quite low for good collision quality). Also be aware that the cloth and passive meshes have thickness for collision and sometimes pulling things closer than the thickness can cause fighting between a constraint and collisions. Make sure than any constraints you create do not overly bind the cloth. If you want fine wrinkle details then the mesh resolution needs to be higher( as well the substeps and stretch resistance). Check that there is no self intersection at the start frame.
Duncan