Blender Tutorial - Cloth Simulation | Advance Simulation | Blender 2.9

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hi there welcome again to my channel today i am gonna show you cloth simulation in blender cloth simulation in blender was very painful in previous versions but after 2.9 it really improves a lot especially in cloth collisions so in this tutorial i am going to show some basics of it a simple female dress simulation a complex clothing simulation and a bonus tip for you guys all the settings and process i used in this tutorial are all from my understanding and testing i am not claiming that this is the only method to do this some important points before we begin your cloth mesh not supposed to overlap or intersect from the body mesh always keep some space between both cloth simulations need big size make your objects five times bigger than correct scale you can describe it after baking the cloth simulations if you want in character animation make sure the hands or legs do not clip through body where the cloth supposed to be always use clean topology with square faces for both cloth and the body meshes don't use solidify modifier before cloth sim the cloth will always jitter use it after the bake the process of work is this first bind your cloth with the armature with automatic weights second clean your animation with shape keys third paint the vertexes which you have to give the deformations and finally add the cloth sim for the basics i will use this monkey head for collision and a plane as cloth add the plane and add some subdivisions add cloth sim to the plane give the monkey in the floor the collision properties let's play and see what we get in default settings i will only show those settings which we have to look in this tutorial first we have quality steps this setting will describe the quality of the overall simulation like if i set it to zero you can see our cloth is not able to intersect with the collision object at all and you can see the result we get from the value five the bigger the number is the better the cloth become and more time it will take to bake next we have speed multiplier it is generally the speed of the cloth simulation the bigger number will increase the speed and the lower number will slow down the simulation it is helpful when you got a fast animation which cloth simulation can't process each pose instantly then you can slow down the animation and decrease the speed multiplier to get an even speed of cloth then we have vertex mass it is the weight of the cloth the higher value will make you cloth more heavy and bouncy and lower value will make it lighter and more stick to the body mesh here is an example of it you can see the lower value make the cloth stick to the body and has less wrinkles and the higher value make the cloth more heavy bouncy and slippery from the body then we have stiffness and damping properties this is the main settings we will have to adjust to make cloth look good this is the setting which specify the property of the cloth as it is more silky cotton or like leather or rubber from my understanding the higher values will give more stiff hard cloth like leather or rubber and the lower values will give you more silk type or flexible cloth if you want hard cloth you need to increase the tension and compression simultaneously and also little bit of bending but you need more quality steps and if you want soft and flexible cloth you need to decrease the tension and compression simultaneously and also little bit of bending next we have pinning it will pin you cloth with a given vertex weight it is also used to specify which area we want more deformation or less next we have self-collision it is self-explanatory it gives collision to the cloth itself now we move to our first simulation this is a female model which i had made for this tutorial purpose only i made this model using spheres in blender i made the body proportions in the edit mode and then remesh it in zbrush to make a single mesh i have also modeled a simple dress in blender with good topology for cloth simulations for a quick animation i am using mix ammo export my model in obj and import it into mix ammo add rigging guides and let it processing choose any animation which is available on the site and export it in fbx format import it into blender you can see our model is very very small in size to make the model size same as our dress we have to slide the keyframes and add a reset pose keyframe now scale your model in object mode now i'm deleting the previous mesh [Music] naming the new mesh to body and giving it a skin color material now play the animation you can see we have a reset pose in the first frame and after few frames our animation starts this blend will help us in cloth simulation you always need a reset pose before your animation it shapes cloth according to the animation now we have to select the cloth first then the armature and hit ctrl p with automatic weights now you can see our cloth bind with the armature [Music] i am setting the start and end frames to make the loop now it's time to simulate the cloth hide the armature select your body and add collision in the physics properties panel select the dress and add cloth i am setting the bake time to 100 frames make sure your start bake frame is one because we have to bake it from the reset pose let's see what the default settings will give us it looks okay but we need more details in our simulation [Music] so i am adding a subsurface modifier with one level in place above the cloth sim now we will adjust some cloth settings but first i will make a vertex group add a vertex group and name it pinning now go to weight paint mode and paint the area with draw brush which you don't want much deformations set the weight to low value like 0.5 and paint the area when you painting is finished smooth your paint with blur brush now i am going back to the physics property tab enable the self collision option and add the vertex group in pin group set the self collision and object collision value to low as we don't want so much gap between the dress and the body and also increase the quality of the collision let's bake it and see what it gives us it looks much better now the vertex group will prevent you from jitter from these straps [Music] add a subdivide modifier after your cloth to see the smoothness in the dress now i am deleting the bake and try some different stiffness and damping settings and see what the result comes i am trying values for more soft and flexible cloth let's bake it so this is the result we get you see the comparison here as you can see different setting shows us these different results there's also some presets are there as you can see here's the results with these settings quick side note here if you see these types of cloth deformations you just need to increase the quality steps it will help the cloth in good collision and maintain the shape of it here is another example same model with different animation you can see i have already added the rest pose keyframe on the first frame i am just showing an example so i don't need to simulate this whole animation same process parent the cloth to the armature with automatic weights add the vertex group and paint the area which you don't want much deformation of cloth and blur it after painting now add the collision physics property to the body and cloth to the dress select the vertex group in the ping group enable the self collision lower the collision distance and increase the quality increase the quality steps for better results and set up your stiffness and damping settings according to your needs finally set the bake start and end and then bake the simulation this is the simulation with your low poly mesh to have some details i'm adding the subsurface modifier above the cloth and rebate the animation you see this is the problem which i mentioned in my important points this happens because the fingers are clipping through this body mesh and there is a cloth object over the body to prevent this make sure your collision objects are not clipping through the mesh now we'll work on some complex cloth simulations i have this model it consists of jacket t-shirt shorts and body mesh itself i have also an animation and i already added the reset pose keyframe here's the animation it ends at 103 so i set the end at about 120 to see the cloth rest position also the order to do this type of simulation where you have multiple cloths is this first we simulate the shorts then the t-shirt and then the jacket i have set each garment to its own collection first we will start with this shorts give collision physics to the body parent the shorts to our mature with automatic weights here's you can see some clipping issue is going on we have to fix this otherwise it will create problems in cloth simulation to fix it i have created a vertex group with these faces as you can see remember assign weight to one then add a surface deform modifier choose your body meshes target and select the vertex group and hit bind [Music] now you can see there is no issue of clipping here [Music] now i am setting up the cloth simulation add cloth physics to the shorts select the same vertex group for pinning enable self-collision lower the distance and increase the quality [Music] increase the main quality steps we want a hard type of cloth for the shorts so i am using higher numbers of stiffness and damping [Music] now adjust the start and end for the bake and bake it [Music] hum we have problems in our cloth sim let's increase the quality steps and increase the stiffness and damping values let's see what we get [Music] you can always add a subsurface modifier after cloth sim to smooth the cloth [Music] this is much better [Music] add the solidify modifier before the subsurface to add some thickness to the [Music] cloth [Music] here you can see some clipping going on this can be easily fixed by adding shape keys add a shape key to the body mesh in object mode select some faces which will be hidden under the shorts and scale down them with proportional editing on [Music] also to mention when your simulation is baked you can now disable the surface deform [Music] modifier and now scale in the faces which are clipping now you can see our issue has fixed it's time for the t-shirt but first add the collision physics also to the shorts [Music] same process parent the t-shirt to the armature with automatic weights then add the cloth physics let's see what the default settings gives us um it looks terrible the collision is not also working well delete the bake and see if there is any mesh overlapping going on here i am setting the start and end for the bake enable the self collision increase the quality and decrease the distance value i am also increasing the main quality steps maybe decrease the vertex mass let's bake and see the result um it still looks terrible this area has some issues going on um you can see if i am deleting the collision from the shorts then it looks fine [Music] when i add back the collision on the shorts it messed up so what you have to do is place the collision before the solidify and subsurface modifier now it works fine now re-add the cloth physics to the t-shirt and give the same settings we have done before [Music] [Music] [Music] hit bake it looks just okay i have to add some details to the t-shirt so i am adding the subsurface modifier before the cloth all these settings are just trying and testing again and again and see what value fits well you can see it looks good the wrinkles on the t-shirt looks cool add the collision also to the t-shirt after the cloth bait make sure your collision is above the subsurface modifier select the jacket add the subsurface modifier parent the jacket also to the armature with automatic weights now add the cloth physics to it give the settings which we have done many times this is also a hard type of cloth so we need higher values for stiffness and damping to this as well this looks good to me this is done i have a bonus tip also for you guys if you have a model with an animation and you don't have any body mesh underneath the cloth and you want some wrinkles on the cloth what you have to do is select one of the cloth object add subdivide modifier add a vertex group with full weight go to the weight paint mode select draw brush with very little weight value and paint the area which you want some wrinkles after painting blur it with blur brush add the cloth physics and select the vertex group under pin group and bake the animation you can see we got some cool wrinkles on the cloth do the same thing to the upper outfit also [Music] so you can clearly see some wrinkles with cloth simulation so this is it for this video hope you like this and if you like this please hit the like button and also subscribe to my channel for more these type of tutorials please also share my video so that it can help others also will see you in my next video bye you
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Channel: Anèésh Arts
Views: 1,245,535
Rating: undefined out of 5
Keywords: Blender, Cgi, VFX, Render, Realistic, 3D, 3dartist, b3d, Zbrush, Rendering, CG, 3dmodel, animation, 3danimation, Motion, Graphics, cloth, simulation, physics, fabric
Id: AbyfuW5Aocg
Channel Id: undefined
Length: 24min 0sec (1440 seconds)
Published: Tue Oct 27 2020
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