character rig , cloth simulation ?

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Le DemonHacker

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Oct 2, 2014, 11:17:52 PM10/2/14
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hey every one , i'am confused a little bit about some thing , and i hope you can clarify it for me , right now i have a character model in t-pose , and i want to pose it ! it's only for still image ,
so do i pose the character then model the clothes on it ?
or model the clothes then pose the character with it ! and also how do i pose the character ? i mean do i rig and skin it ?  or just try to bend the model by using the modeling and deformation tools ? and if i did that , what would i do with the clothes then ?


i'am sorry i'am a total noob in that stuff , and i'am just getting started , so i hope someone can points me to  a workflow maybe ? or a good tutorial in that matter ! thanks !

Le DemonHacker

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Oct 3, 2014, 1:11:15 AM10/3/14
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one other thing , do i make uv mapping and texture of the character before the rigging / skinning thing ? or it doesn't matter ?

Phinnaeus OConnor

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Oct 3, 2014, 5:29:32 AM10/3/14
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I would model the clothes on it in the default pose or a more relaxed pose as long as its symetrical then rig the character with one of the fast rigging scripts like Advanced Skeleton, Rapid Rig or TSM2.
The rig will then give you the option to try different poses and give you realistic deformation. I would quickly bind the clothes to the rig and then when you are happy with your pose, take it into Zbrush or Mudbox and finess the look of the clothing, folds, draping etc. Alternatively you could again pose in maya, then run an ncloth simulation over the top to get a nice simulated look but you will need to know a bit abouth ncloth obviously!

For a cool way to model complex clothing with real world pattern cutting techniques there is also Marvelous Designer which I have been using recently and which is very polular in the digital sculpting community. It has its own easy to use cloth simulation and constraint system so you can bring in posed, non posed or animated meshes. Its its a bit easier than using nCloth as well!

http://www.marvelousdesigner.com/

Good luck!

Phinnaeus O'Connor Ltd
3D Animation for TV and Film



https://vimeo.com/user5376333/videos





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On Fri, 3/10/14, Le DemonHacker <ledemo...@gmail.com> wrote:

Subject: [maya_he3d] character rig , cloth simulation ?
To: maya...@googlegroups.com
Date: Friday, 3 October, 2014, 4:17

hey every one ,
i'am confused a little bit about some thing , and i hope
you can clarify it for me , right now i have a character
model in t-pose , and i want to pose it ! it's only for
still image ,so do i pose the character then model the
clothes on it ?or model the clothes then pose the
character with it ! and also how do i pose the character ? i
mean do i rig and skin it ?  or just try to bend the
model by using the modeling and deformation tools ? and if i
did that , what would i do with the clothes then
?

i'am sorry i'am a total noob in that
stuff , and i'am just getting started , so i hope
someone can points me to  a workflow maybe ? or a good
tutorial in that matter ! thanks !



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Le DemonHacker

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Oct 3, 2014, 7:35:32 PM10/3/14
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Hey thank you for your quick answer ! i recently took a couple of hours going through the advanced skeleton's manual page and i tested it on  some digital tutors character i have , the rig only took minutes to create and it works great , i need more work around and some more trials , but it's great . 
so right now as you suggested i'am thinking i'am gonna make the clothes in marvelous designer in default pose , then rig the character with the clothes together (the same technique used on this video  ) 


so another question if i may ask , do i make uv mapping and texturing for the character and clothes before or after the rigging ? 
i know i'am gonna use simple shaders since it's cartoon character but just so i know . thanks 

Phinnaeus OConnor

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Oct 3, 2014, 8:33:16 PM10/3/14
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UV map first if you can, there is a transfer attributes fix but but its involves a fiddly work around.


Phinnaeus O'Connor Ltd
3D Animation for TV and Film



https://vimeo.com/user5376333/videos





--------------------------------------------
On Fri, 3/10/14, Le DemonHacker <ledemo...@gmail.com> wrote:

Subject: [maya_he3d] Re: character rig , cloth simulation ?
To: maya...@googlegroups.com
Date: Friday, 3 October, 2014, 6:11

matt estela

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Oct 3, 2014, 8:39:45 PM10/3/14
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Ideally before, not not essential. If you do it after, you have to deal with the basic issue that Maya will apply your uv's after the skinning, so if you're doing things like uv projections, it will only be valid on the frame you apply them. Once the character starts moving, the uv's will move too.

A few ways around this:

-Look at the construction history for your character, make sure your uv edits are applied before the skinning nodes (in the options, making sure its 'front of chain'. Not all nodes will allow this)
-UV on a duplicate of the character mesh, and use transfer tools to copy those uv's onto your skinned mesh. Again, make sure the transfer node applies itself as front-of-chain
-Go the other way, and apply the motion of the skinned mesh onto your textured object, either with a blendshape, or with a mesh cache. Again, order of nodes is important.

That's why ideally doing texturing first is easier, but it's rarely possible to cleanly do this in practice. :)

-matt

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Shaheen CG

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Oct 14, 2014, 12:12:02 AM10/14/14
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thank you guys , i uv mapped and textured my character , then rigged it and since i had very simple cloth i skinned it with the character body  it works great ,


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