The Garment Maker modifier
works on spline patterns. It does two main things:
- Subdivides the panels into a mesh that
the Cloth modifier can use
- Specifies how the panels are stitched together
Use the Garment Maker Modifier
to Prepare the Pullover
Set up the scene:
- Continue working from the previous lesson,
or open the file fashion_model01.max.
Apply Garment Maker to make the pullover
pattern into a cloth-style mesh:
- Click (Maximize Viewport Toggle)
so you can see all four viewports.
- Click to select the pullover pattern.
- On the Modify panel, open the Modifier
List, and choose Garment Maker.
In shaded viewports,
you can see that the pullover pattern now has a mesh.
- Activate the Perspective viewport if
it isn’t active already, and then press F4 to
display edged faces.
Garment Maker creates
an irregular mesh. The mesh looks a bit odd, but it is good at deforming
the way cloth deforms.
Move the pullover panels into position:
- In the modifier stack, click (the plus-sign icon) to expand
the Garment Maker modifier hierarchy, and then click the Panels level
to make it active.
- Turn on (Select And Rotate), and
then turn on (Angle Snap Toggle).
- Change the transform coordinate system
to Local.
- Click and Ctrl+click
to select the right-hand portion
of the pullover.
These panels will become
the back of the pullover.
- Rotate the panels 180 degrees
about their Y axis.
Garment Maker creates
single-sided meshes, so you have to make sure that panels are oriented
correctly.
- Move the back panels along
the X axis until the front and back are in the same X location,
and them move them back along the Y axis so the back panels are
behind the model.
For this step, having
all four viewports visible is a help.
Improve the initial position of the collar:
The main panels of the
pullover are parallel to each other, but we want the front of the
collar to be lower than the back. Because of this, it helps to adjust
the initial shape and position of the collar.
- Still at the Panels sub-object level, select just the front panel
of the collar.
- In the Deformation group, click to choose
Curved, and then set the Curvature value to –4.0.
To see this effect, it
might help to orbit the active viewport.
- Select the back panel of
the collar, and set its deformation to Curved, with a value of –4.0 as well.
(The same value works
for both panels, because of the one-sided orientation that panels
have.)
- Rotate the front panel of
the collar up about 30 degrees in its Local X axis, and then rotate
the back panel of the collar down about –30 degrees, also in the
X axis.
- In the Left viewport, move the two collar panels
so they are closer to the model, and so their edges line up.
With this setup, it will
be easier for the Cloth modifier to join the two halves of the collar.
Create the seams:
- In the modifier stack, click to highlight
the Garment Maker sub-object level Seams.
To the Garment Maker
modifier, a seam is a set of edges connected by unbroken vertices.
- In the Perspective viewport, click to
select the main seam at the left side of the back panel.
TipIt is hard to see
selected seams unless the viewport is displaying Edged Faces. Press F4 to turn on face edges, if they
are not already on.
- Ctrl+click
to select the matching seam at the front of the pullover.
- On the seams rollout, click Create Seam.
Garment Maker displays
the seam as a set of lines connecting the two edges. The Garment
Maker modifier does not change the position of the panels: You will
use Cloth to accomplish that soon.
- Using the technique of the previous three
steps, create additional seams between the tops of the shoulder
straps and the two right ends of the collar.
NoteWhile you create
seams, you might see this warning:
If this happens, increase
the Seam Tolerance value (this field is near the bottom of the Seams
rollout); for example, to 0.2 or 0.3,
and then try to create the seam again.
- Orbit the Perspective view,
and create the corresponding three seams for the left side of the
pullover.
TipYou can use Shift+Z to undo viewport changes
after you have finished creating the seams.
- Finally, create seams between the two
collar panels and their corresponding neckline.
Now the pullover is ready
for the Cloth modifier.
Use the Cloth Modifier
to Fit the Pullover
Apply the Cloth modifier to the pullover:
- 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 display the Object Properties dialog.
For the Cloth simulation
to run correctly, you have to set some conditions in the Object
Properties dialog.
- In the Object Properties dialog, click Pullover
Pattern to highlight it, and then click Cloth.
This tells Cloth to treat
the (Garment-modified) Pullover Pattern as cloth.
When you choose Cloth, 3ds Max enables
a variety of options. These settings are described in the 3ds Max help. Using
them can be a matter of trial and error, but Cloth includes some
useful presets: For the pullover, we will use a preset and adjust
only one Cloth Properties setting.
- From the Presets drop-down list, choose
Spandex.
- Change the Damping value to 0.02.
- Under Objects In Simulation, click Add
Objects.
3ds Max opens a Scene
Explorer dialog. In the Scene Explorer, click to highlight the body object, and
then click Add.
- Make sure that body is highlighted in
the Objects In Simulation list, and then choose Collision Object.
This tells Cloth to treat
the body of the model as a solid object.
- In the Collision Properties group, change
the value of Offset to 0.15.
The lower the Offset
value, the closer the simulated cloth will come to the collision
object (in this case, the model herself). The new value ensures
that the pullover will be form fitting.
- Click OK to exit the Object Properties
dialog.
Fit the pullover to the model’s torso:
- Go to the Simulation Parameters rollout.
TipDrag the left edge
of the Command Panel area to the left, to expand it to two columns
so you can see both the Object and Simulation Parameters rollouts
at once.
- On the Simulation Parameters rollout,
turn off Gravity.
- On the Object rollout, click Simulate
Local (Damped).
The Cloth modifier runs
a simulation that animates over time. When the cloth is tightly
fitted to the body, click Simulate Local (Damped) again to turn
it off.
NoteIf you click Simulate
Local instead of Simulate Local (Damped), the pullover will have
an ill-fitting seam and some protrusions that shouldn’t be there.
If this happens,
undo the simulation and
use Simulate Local (Damped).
- If you look closely, you will notice
that the seams did not close all the way.
To fix this problem,
go to the Simulation Parameters rollout. Turn off Use Sewing Springs.
- On the Object rollout, click Simulate
Local (Damped) once again.
The Cloth modifier runs
further simulation, and closes the gap between panels.
- When the panels have come together, click
Simulate Local (Damped) to turn it off once again.
NoteThere are a few different
Simulate buttons on the Object rollout. Simulate Local and Simulate
Local (Damped) are for fitting garments to characters: They don’t
create animation, and if you were to play the anmimation now, the
model would simply walk out of the pullover.
Simulate Local (Damped)
runs more slowly than Simulate Local: This can be an advantage when
you are fitting garments. Sometimes the speed of Simulate Local
can cause crumpled areas that don’t look good.
The Simulate button does
generate animation: You will use this in a later section.
Change the color of the pullover:
- In the Name And Color area, click the
color swatch for the pullover.
- In the Object Color dialog, click the
black color swatch, and then click OK.
Save your work:
- Save the scene as fashion_pullover_completed.max.