Turning the skirt pattern
into a skirt is even simpler than doing so for the pullover, except
for the additional steps to prepare the pleats.
Set up the scene:
- Continue working from the previous lesson,
or open the file fashion_model02.max.
Isolate the pleat lines from the main
outline of the pattern:
At this point, if you
were to apply the Garment Maker modifier to the skirt pattern, 3ds Max would
display the following warning:
The reason is the segments
for the pleats, which Garment Maker does not know how to handle.
The workaround is to assign a different Material ID to the pleat
lines.
- Select the skirt and on
the Modify panel, turn on (Segment).
- Drag and Ctrl+drag
selection boxes to select all the pleat segments,
but none of the segments in the skirt outline.
- Scroll down to the Surface Properties
rollout, and change the Set ID field to 2.
Now you are ready to
apply Garment Maker.
Apply Garment Maker to the skirt pattern:
- In the modifier stack, click the Editable
Spline entry to exit the Segment sub-object level.
- From the Modifier List, choose the Garment
Maker modifier.
Garment Maker turns the
skirt panels into subdivided surfaces. (If the viewport is not displaying
Edged Faces, press F4.)
Set up the pleats or creases:
The pleats of the skirt
should have an alternating pattern, like that in the following illustration.
To accomplish this, you’ll
set the values for alternating pairs of pleats.
- In the modifier stack, click (the plus-sign (+) icon)
to open the Garment Maker hierarchy, if it isn’t visible already.
Then click the Seams sub-object level to make it active.
- Click and Ctrl+click
to select the first pair of
seam segments, at the left side of the viewport.
TipThe pleat segments
are hard to see, because of all the face edges (but you can’t select
the edges). Look for the straight lines that end at the hem of the
skirt. It helps to
zoom in a little. It can
also help to do this work in the Front viewport.
- On the Seams rollout, change the Crease
Angle value to 150.0. Change the Crease Strength
value to 5.0.
- Select the next pair of
seams, moving to the right.
- On the Seams rollout, change the Crease
Angle value to –150.0 this time. Change the Crease
Strength value to 5.0 again.
- Repeat the previous four steps for the
remainder of the pleat segments, always assigning a Crease Strength
of 5.0, but alternating the Crease
Angle between 150.0 and its opposite, –150.0.
Continue the alternation as you continue onto the back panel of
the skirt.
Increase the density of the skirt mesh:
- In the modifier stack, click the Garment
Maker entry to exit the Seams sub-object level.
- On the Main Parameters rollout for Garment
Maker, change the value of Density to 1.5.
The result is a much
denser mesh. This will help give the skirt its flowing quality.
(You can see why we chose
to set up the pleats before increasing the Density.)
Move the skirt panels into position,
and create the seams:
- In the modifier stack, click the Panels
sub-object level to make it active.
- Turn on (Select And Rotate). Make
sure (Angle Snap Toggle) is turned
on, then as you did for the back of the pullover, rotate the back
panel of the skirt 180 degrees about its Y axis (using Local coordinates).
- Move the back panel along
the X axis so it has the same X position as the front panel, and
then move it back along the Y axis so it is behind the body of the
model.
- On the modifier stack, click the Seams
sub-object level to make it active.
- For each side of the skirt, there are
just two seams to create: the one defined by the short segments
at the sides of the waistband, and the one that defines the length
of the skirt.
Click and Ctrl+click to select each pair,
and then on the Seams panel, click Create Seam.
- Orbit the view, and repeat
the previous step to create the two seams on the opposite side of
the skirt.
(You can use Shift+Z to undo the orbit, later.)
Use Cloth to Shape the
Skirt
You use cloth for the
skirt essentially in the same way you did for the pullover. The
difference is that you also need to attach the waistband to the
torso of the model. Because of this, local simulation proceeds in
two steps.
Apply the Cloth modifier to the skirt:
- In the modifier stack, click the
Garment Maker entry to exit the Seams sub-object level.
- From the Modifier List, choose Cloth.
- On the Object rollout, click Object Properties
to open the Object Properties dialog.
- In the Object Properties dialog Objects In Simulation
list, click Skirt Pattern to highlight it,
and then choose Cloth.
- With Skirt Pattern still
highlighted, choose Cotton from the Presets drop-down list.
- In the Cloth Properties group, change
the value of U Stretch to 50.0 (this changes
the V Stretch value as well). Change the value of Shear to 180.0. Leave
the other cloth settings unchanged.
- Click the Add Objects button. 3ds Max displays
a Scene Explorer. In the Scene Explorer, click to highlight the body object,
and then click Add.
- In the Object Properties dialog, make
sure body is still highlighted, and
then choose Collision Object.
- In the Collision Properties group, change
the Offset value to 0.5.
The Offset value is a
bit larger than the Offset used for the pullover (0.15), because
the skirt does not need to be form fitting, and because the waist
of the skirt should be outside the pullover.
- Click OK to close the Object Properties
dialog.
Fit the skirt to the model’s waist:
- On the Simulation Parameters rollout,
click to turn off Gravity, and turn off Use Sewing Springs as well.
Eventually, we do want
gravity to affect the skirt, but at this point, the skirt would
simply slide right off the model!
- On the Object rollout, click Simulate
Local (Damped).
- Watch in the viewport, and when the seams
of the skirt have closed, click Simulate Local (Damped) againt to
turn it off.
Attach the waistband to the body:
- Activate the Front viewport.
- In the modifier stack, click (the plus-sign (+) icon)
to expand the Cloth hierarchy, then click the Group sub-object level
to make it active.
- In the Front viewport, drag a selection
box to select the vertices in the waistband. You don’t have to be
accurate about this, but make sure the top row of vertices is selected.
- On the Group rollout, click Make Group.
3ds Max opens a Make
Group dialog. Name the vertex selection Waistband, and
then click OK.
- On the Group rollout, click Surface.
- In the viewport, click the body object.
The waistband is now
attached to the body.
NoteYou can pick the body because it
is part of the Cloth simulation. You could not pick the Pullover
Pattern, for example, because it has not been added to the
skirt simulation.
- In the modifier stack, click the Cloth
entry to exit the Group sub-object level.
Now you are ready to
use gravity.
Use gravity to finish shaping the skirt:
- On the Simulation Parameters rollout,
click Gravity to turn it back on.
- On the Object rollout, click Simulate
Local to begin simulating the effect of gravity.
Because you have already
joined the seams of the skirt, you can afford to run the simulation
a bit faster, this time.
- Watch the viewport while the simulation
runs. When the skirt looks good, and does not appear to be changing
any longer, click Simulate Local again to turn it off.
Save your work:
- Save the scene as fashion_costume_completed.max.