Cinema 4D Tutorial - Creating Abstract Cloth Inflation Animations

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hey everybody its EJ from I design comm and today I got a really fun tutorial for you all about cloth inflation now you can use it to create cool abstract cloth inflation looks cool text inflation and even show you how to make a pillow let's check it out [Applause] alright so let's first begin by creating an object that we can cloth off I'm just gonna grab a cube and to subdivide this I'm just gonna place this inside of a subdivision surface I'm gonna hold the alt or option key down with the cube selected and that'll make the cube a child of that subdivision surface now if I go to my display garage shading lines you can now see how many subdivisions we have now we have the subdivision editor in the subdivision render and sometimes this trips people up as far as what they're seeing rendering versus what they see in their viewport so we're gonna get these numbers to match okay so now we see what is going on in the viewport and that's exactly how it's gonna look when we render now you can see the amount of subdivisions if I just make this a little bit longer something like that my little make a little cloth egg or something like that what we can do is just subdivide this even more maybe four maybe even five so I'll put five in each of these when we have this really nice dense mesh and the key to having cloth have really nice wrinkles and stuff like that is it needs enough geometry to have those really nice small wrinkles so I think a subdivision of five is gonna work so now what we're gonna do is make this an editable object because cloth needs to have plugin all geometry and not a generator or a primitive to be able to you know manipulate these points and be able to throw the cloth like simulation onto your geometry so I'm gonna make this editable by hitting C and there we go and now let me just right click my subdivision surface here or my what used to be my subdivision surface go to simulation cloth and if we hit play you're gonna see that the egg just kind of falls to the ground let me just rename this to a cloth object and what's going on and why objects just kind of falling to the ground is due to this gravity now if I just zero out the gravity it's just gonna stay in place but it's not looking all that interesting now here in this forces tab we have all these little wind options and I'm not really gonna use this for and to get to the final end result but what I want to do is just show you to put in a win maybe a wind strength of say 0.5 and what that's gonna end up doing to our little cloth egg here you see that we have these really nice ripples maybe 0.8 and we have these really nice ripples right there and again these nice fine wrinkles are all thanks to the highly subdivided geometry that we have if we had way less polygons we'd have thicker wrinkles and it wouldn't look as nice you can see all this kind of crumpling happening and stuff like that I just wanted to show why subdividing is so important so I'm just gonna turn off that wind strength altogether so we won't get any of these kind of wind properties at all and what I'm gonna do and what is gonna really make this cloth simulation look really really cool is to pin down parts of our geometry that stays static while the rest of the object kind of gets affected by all those cloth cloth forces and cloth simulation so what we can do is go into the dresser and you can see that we have a fixed points option so what I can do is go into point mode and maybe get my loop selection by going you and L and let's just select a few loops like maybe this loop right there and then I'm gonna hold down the shift key to get this loop over here so we have this kind of cool rounded rectangle kind of effect on each of these sides of our little cloth egg here okay and then what I'm gonna do just to store this in case I want to come back to this for later is to go to select and set selection and I'll store this point selection in this little tag here okay so now what I can do is go and with those points selected get the set button you'll see that our yellow dots become nice purple dots and that means that this is now fixed as part of this cloth simulation cloth tag here and if I hit play you and I see anything happen but if I go back into my forces and let's bring our wind strength in you're gonna see now we have some nice cloth II simulation and these points are now fixed and if I get out of my garage hitting lines and get back out of my point mode we can actually see what the geometry looks like and you see we have this really nice ripples stuff going on like that now that's all well and good let me just turn that back to zero turn the wind strength back to zero and what I want to do now if I go back to frame 0 here is show you the the main thing that's really gonna blow your mind and that makes cloth really awesome is this size parameter now if I just increase this size parameter to 125 and hit play you're gonna see that everything just kind of popped out there and everything's looking pretty kind of wonky as far as the polygon edges goes and stuff like that so let's just go and put another subdivision surface here I got my cloth object selected holding alt or option key down you see you the subdivision surface is smoothing all this out or we got this really cool kind of cloth explosion going on now what's what's actually happening behind the scenes is this size option and while this cloth is kind of billowing out is the size option is allowing the cloth simulation to stretch the polygons that are included in the cloth simulation so that's why we're getting all this like cloth slack or this polygonal slack that is causing all this billowing out of all of these cloth pieces which is really cool now alone this is kind of cool we have some little cloth intersecting going on there to prevent that we can go to the expert tab and turn on this self collision and this will allow our cloth to kind of allow it to collide within itself and we don't get any of these kind of intersections if you still see intersections going on like I still see some they're gonna see that this is really slowing down my scene to up the subsampling if you have a lot of stuff going on I'm just gonna turn this off for now just because I don't want you to view this kind of slow as a snail kind of simulation in my viewport my trusty Mac Pro new Mac Pro chugging behind the scenes here but this this is kind of cool in itself right so let's go on and let's take this even further what if I wanted to make this look like this is actually inflating right now it just looks like there's just some wrinkly kind of leather or something like that happening kind of pushing out from the center of our object well to do that we can actually use particle forces like a attractor and by itself the attractor is just going to if I just bring in like five thousand a really brain it really make this show what this is acting like is like a giant black hole it's sucking in all the polygons into the center of wherever the axis center of this attractor object is and this is a little bit too much maybe fifteen hundred but you can see that this is just sucking in all of the cloth now what's really cool is if we place a negative in front of this number what the attractor actually becomes is more of like a detractor I guess the de tractor beam kind of effect and now you can see we're getting this really nice inflation going on okay so let's maybe bring that up to like 2,500 something like that so now we can start playing around if we go back in the cloth sack start playing around with some of these other options okay so let's just start by going over the stiffness here now this is just going if you if you consider the cloth and on all of the polygons here let me just go to garage shading lines you can Center all the polygon edges here and stuff made up of Springs and that is what is causing this nice rippling and the bouncing and stuff like that what the stiffness does is it increases the tension of those little Springs if I bring this down to say 20% you're gonna see that our cloth can billow out much much further and it's got more give to it's not so the the simulation the cloth doesn't look so tight now this flexion allows if you think of like flexing like flexing a muscle it like can bend in and kind of fold in on itself and that's what the flexion does if I bring this to say 90 you can really see what's going on let me go back to Garage ending line and that's kind of like a nice thing if you just want to experiment it's just really crank up some of the values and see what it looks like with a high value so that is the high flexing we all these like really big ripples and stuff like that and then if I have a very low flexion value what that looks like and what I found is that flexion doesn't really look nice for the kind of cloth billing that I like so I'm just gonna turn that off altogether okay so no flexion and you can see with a low stiffness value how this kind of billows out and kind of pulses like that now since we're on the subject of this this cloth kind of pulsing if you want to dampen the springiness and the undulation that's happening as it springs out from the the detractor kind of object that's going on there that's pushing and inflating the cloth if we want to dampen that we've just got a good or drag and maybe give it a value of like six and they'll slow all of that down it'll allow those Springs that make up the simulation to come to a rest much faster you can see how much faster it comes to a to a rest you can see it's just kind of inflates and then sticks like that which is really cool maybe that's a little too slow for your taste maybe a value of four we'll go back to frame 0 maybe something like that's looking good okay so one thing to discuss as well as this rubber okay know what rubber does again if I just bring this very high turns it into a rubber ducky no not really but allows the springs or the polygon edges to stretch out much further okay so rubber allows the cloth to stretch more you can see that that's stretching quite a bit maybe we'll just give it a value of like 35 something like that and you can see with more of the rubber percentage here we're losing those really nice wrinkles those nice folds that we had in there so what we can do to add more wrinkles our folds into those little parts by where our fixed points are is to up the stiffness to say 80 and what that's going to do is again is increase the torsion of those Springs make them tighter and allow for these really nice tight wrinkles to appear on our object so now what we can do is maybe let's see what this looks like when we increase the size of how much that cloth can kind of grow out and billow out so increase in the overall size the polygons can get with this cloth simulation and you can see we can get some pretty cool effects make this billow out even more maybe we increase the in Traktor the detractor because it's now it's detracting may be brought up bring up the strength of that and you start to see now that because we have so much slack with this size here so high we're starting to get some intersections so that's again we can go to the expert tab and this is really gonna slow down my scene but turn on the self collision and you're gonna see this is gonna crunch through there we're gonna get some really weird rippling happening and you're gonna see though that we're no longer getting the intersections anymore and we're getting more out of an accurate kind of simulation and we're getting some nicer wrinkles here which is really really cool okay so that's kind of like the egg shape here what we can do now is say we want to take this to another level and really start to play around with what we can do with the cloth tag and maybe get a little bit more abstract than just this kind of egg shape what I'm gonna first do is just bring this size back down to a manageable number of like 125 so we don't have all that slack going on and we can still use the same egg shape but what I'm gonna do is go to the dresser and clear out those fixed points so now what I can do is go in here and add more points or cuts or whatever I want to do and that's exactly what I'm thinking is that instead of doing loop selections maybe I can make this a little less uniform and uneven by going in and I'm just gonna go to edge mode here and just use the knife tool so I'm gonna bring up the knife tool by hitting m and K you can see that's the line cut tool and what I'm gonna do now is uncheck this visible only so when I cut through here do some Freddy Krueger stuff and cut and slash through here it's actually gonna slash on the other side as well so the back side all those polygons so I'm gonna uncheck visible only and I'm going to turn on this select cuts because what I'm gonna ultimately do is when I make these cuts I want them to be selected so I can convert them to points and then again store them in a selection to use for those fixed points I'm gonna make sure that select cuts is turned on and let's just turn down this angle to point one so I don't have any like fixed angles or anything when I hit the shift key or anything like that okay so now we can start Freddy Krueger and slashing through I'm gonna slash all the way through and you know get kind of it depends up depending on where you put your cuts can totally change how your cloth simulation is gonna look so kind of have fun with it we're making happy Bob Ross lashes I don't think Bob Ross ever did that but there you would go got something like that and something that I found is really cool too is if you just add a slash what I'm gonna do is hold the shift key down so this will add to the selection and maybe just do like a slash like that so it's like an uncomplete slash something like that and maybe one more right there okay so just kind of have fun with where you're putting your your slashes and stuff like that and now I'm going to convert this to all these edges to points so I'm gonna hold the shift key down and hit the point mode and then you can see that those edges were converted to points I can go to my cloth object here go to select set selection and there's my slash points okay I'll just rename this okay and now I can go to my cloth object go to set in the fix points and you'll see those will turn to purple now let's just see what we got so I got my attractor in here already so we should have some cloth billowing and let me just go back to frame 0 because I still have my self collision on let's turn that off and we'll get a faster simulation you can see that whoa we got some really cool stuff going on but we got all these purple dots kind of obscuring our view so let's go into our dresser and uncheck that draw now get rid of all of those purple dots and you can actually see what this looks like now so this is pretty cool this is some pre sexy cloth if I do say so myself and this is all from one attractor here now what we can start to do is maybe create some multiple attractors okay so here's my if I go back to my model mode I can see where this axis center is of this point there and if I go back to my cloth object and go to the point mode I can see where all of those slashes are and I can strategically kind of put these attractors let me just hit play so I can actually see where those slashes are I can put multiple attractors in different parts of my geometry so maybe I want this top bit to be more billowed out or more filled with air or something like that so be more detracted than this part right here so what I can do is just hold command click and drag to duplicate this attractor and move it right there okay so I got an attractor right there if I rewind go to frame zero and hit play you can see that this part really billows out further than the other parts okay so what I can do is maybe this little bit down here rewind go to frame zero command click and drag me to put an attractor down there and hit play you can see now I just adjust this right like that hit play again you can see that this part really billows out there as well okay so we got this really big billowy part right there and this is looking really really cool so this is kind of a fun thing to do is to play around with where your attractors are and how many you have positioning them around your object and let me just hit play so I can see okay that's gonna be right there and maybe push this group of polygons out further and see what that looks like we can even go back into our cloth and start playing around with maybe some increased rubber so this will allow the the polygons to billow out further stretch a little bit further maybe get rid of some stiffness here and you can see what that looks like okay so I think this is looking really cool maybe increase the size have this kind of stretch out even more we're getting more of those ankles and we can increase the wrinkle amount by increasing the stiffness of those Springs and we got something looking really really cool now if you wanted to animate this or whatever one thing that's quois go to all your attractors and keyframe the strength of all these attractors kind of up going from zero strength to your negative 550 or whatever and we can actually stagger the attractors as they kind of do their thing so I'll go to the timeline and let's just stagger these keyframes here and see what kind of effect we got now okay so I'll hit play and now you can see that they're kind of staggered a little bit which is cool all right and one thing I want to show that will try to prevent all this really awful looking wrinkles that's happening right here and what that's being caused by is the size here so if we keyframe the size percentage from 100% which is the normal size to this 150 we should mitigate all those really awful hooking wrinkles off the top so if I've just keyframe the size of 100 right here at frame 0 and then maybe go to frame let's do 30 and have this size go up to that 150 set a new keyframe now let's see what this looks like you can see now we kind of removed all of those awful looking wrinkles off the top and we have something really really nice okay so this is a really nice way to be able to animate this stuff coming on yeah and you can play with all your different attractors we can even add if you really want to get some really nice undulation going go back to your simulate and maybe add some turbulence in here as well so you have some nice win kind of pushing and pulling the the cloth here let's increase the strength here and maybe 30 and now you can start to see a little bit of something going on there 50 let's really crank this up 5000 there that's a little bit too much but you can see that we can get some really nice effects by adding all these particle modifiers and like basileus that kinda looks nice I don't know there you go so we got some really cool kind of reveals that's with the big big turbulence scale going on there but you can get some really nice looking effects and that's that's the size is a little bit too much but hopefully this is just kind of unlocks a whole bunch of cool things that you can do experimenting with different geometry to be able to create some really cool-looking effects now this is just a really weird egg shape but one thing I can do is easily go into my dresser clear out those fixed points I'll turn back on that draw but we can maybe cut some other plate or maybe even take this cloth object if I just move this to another object I can freely manipulate the the object that it's currently on sometimes when you have the cloth object on if you want to make any changes like if I want to scale this up you're not gonna be allowed to scale it so that's why I like to take the cloth tag off and now you can start to play around and mess with thing and what I like to do is to make this a little bit less like an egg shape and a little bit more organic is to go to your sculpt let's go to our brushes and let's just do a grab and just start maybe that's a little bit too small of a size let's get our size up and just grab these little pieces here so we have this looking a little bit more organic and this is looking really cool let's get a smaller what not that small a little smaller brush size something like this so we got some really cool kind of abstract blobby we're ready to go to the smithsonian with this with this dope-ass render right here and so now we've got something completely different okay let's throw back on our claw our cloth on our object and let's see what this looks like you can see that our points are still intact here and what maybe let's just add one more slice so m'kay and then to add this new cut to the selection I'm gonna hold the shift key down so there we go maybe something like that and that should be added to know actually what I'm doing wrong is I need to be an edge mode okay and then hold shift down and then we'll just cut right through here and then that should add to the selection yep there's a new cut so that's the kind of a gotcha with the the the edge cut is we need to be an edge mode to do some edge cuts and now we can go and again hold down shift go back to points and that'll add that to the point selection and you go to that slash points again click on that and we'll just right over will set the selection again that'll store this selection in this tag and now we can go back to our cloth go to the dresser we'll just clear it out for good measure and hit set again there we go and hit play and now you can see we got some cool stuff going on now because now we have that really organic looking shape and now it's kind of billowing out even more let's get rid of those purple dots but unchecking that draw and this is that's that's nice if I do say so myself that's it that's an everyday render you're gonna get a lot of dope-ass likes from that right so this is again just I had so much fun experimenting with where you place the tractors and you maybe put one out there okay so outside of the object and kind of flattens things down really cool stuff maybe even animate the attractors kind of going on in the inside maybe just you know place a vibrate tag on that sucker have a go around and have some really cool stuff going on so another cool thing you can do is say you don't want to animate this at all maybe you just want to make this a still well what we can do very easily is convert this to just a polygonal object with all of this cloth kind of a cloth action going on so to do that we're just gonna go into the dresser tab initial State and with that we can then delete that cloths a guy I recommend to make a copy of your object first before you do that and one cool thing you can do is you can see that's that's just a plugin all object now what we can do is start to use like deformers and really start getting in here and doing some cool stuff like this maybe add some fill it and you know just playing around with how this looks now we can now freely rotate this cloth objects stuff like that into all kinds of cool stuff maybe get an FFD get more control but you can see that we have a lot of flexibility now being able to like sculpt how this looks now with deformers or even using sculpting tools or stuff like that so I really really encourage you to play around I can't wait to see what what you come up with and what kind of cool stuff people will kind of show me based on this technique and again this is this I mean cloth kind of gets a bad rap because it is so old it is a very old module that hasn't been updated in a while but hey just using size and playing around with the basic settings of cloth you can get some pretty cool abstract stuff going on but you're probably like hey EJ that's that's cool for the dope-ass likes an abstract crap but what about some practical uses for this technique well I got you covered so let's go ahead let's go to a new composition here new project and let's maybe do some like inflated cloth or you know logo that you're gonna do let's go to our mo Tex let's just do X coz X's are cool and let's choose something different than San Francisco love the town but hate the font let's go and let's get the middle alignment there so I got Rockwell Extra Bold it's nice big chunky I'm gonna bring the depth down to zero so it's just a flat kind of board again what we're gonna do is again the key is we need enough subdivisions to make some nice wrinkles in our cloth so if I go to display garage hitting lines you're gonna see that we only have an outline here so far so what we're gonna do to create more subdivisions and to make poet political subdivisions we don't want tries or anything like that as you know as best as we can avoid them so what I'm gonna do is go to caps and in the type I'm gonna change this from end cons to quadrangles and if I go to regular grid check that on what we can do now is get a really nice grid of polygons on our text so the width is 2 centimeters what I'm gonna do now is go to the center median points you're gonna see we have like all this Jake penis on the edges and what we can do to fix that is to change the intermediate points from adapted to subdivided you can see now we subdivided the little edges here and we're just gonna max this maximum length to the width centimeters here so two and now we should have a fairly you know trice to be fairly symmetrical or streamlined with the rest of the edges there can crank up this angle all the way up to ninety degrees just in case and now we have a really nice highly subdivided object here so again for cloth to work on this and act upon it I'm gonna need to make it an editable object so I'll hit C and we'll just go down here let's go to our caps and and make this a single object here so it'll just connect all the little bits here hit C again there's our single political object there and now what we can do is add our cloth so I'm gonna right click go to simulation cloth and let's just plug in those values that we had before let's get a high size strength there and actually what I need to do first before I start farting around with all this stuff here is to pin and fix those points so if I want this cloth to look or if I want this letter to look like it's inflating what I'm gonna need to do is select all the outer points here all the outer edges of this object so what I'm going to do is ul to get my loop selection and I'm going to select this select boundary loop and what that'll allow me to do is select the boundary edges of the polygons and now in effect select all the outer edges of my type and again I'm going to convert this to points by holding the shift key down hitting the point mode button and you can see we have a bunch of points now so now I can go into my dresser go to fix points boom they're all purple if I'd and now I can go and hit play and you can see that with the only thing I changed so far was the size and I got some gravity going on so now we just got some saggy saggy cloth that does not look attractive at all let's get rid of the gravity now we have this kind of cool like Anjali kind of thing going on let's get out of a point mode let's get out of our garage hitting lines and we can see we have some jenkki polygons going on let's place this inside of a subdivision surface like so smooth that out smooth cloth like buttah got some nice rippling like nice velvety X yes looking good oh yeah let's go and now just like we use the attractor before to make this look like this is inflating since we're only dealing with a flat object here instead of a attractor I can use a different particle force like wind and we got this big ol windmill here facing the wrong direction let's just rotate this around 180 degrees like so and now we got this cloth billowing in one direction okay so now what we can do is since we know what some of these most important features are in here we can maybe bring down the stiffness a little bit get rid of the flexion the flexion kind of looks like crap and up the the rubber percentage there maybe 35 and this is looking really nice and ripoli and wrinkly and maybe we go and increase the drag so it kind of slows everything down a little bit maybe we bring these sighs maybe that's a little bit too much slack this is a little bit too much wrinkle let's bring this down to like 110 and let's bring up this Winston to blow that out a little bit more so now what you're seeing let's go a little bit higher maybe 15 and we can see what we got here we've got some nice ripple of going on got some nice wrinkles and guess if we want more wrinkles we just need to simply subdivide this overall text here so let's let me just show you how to do that really quick so what I'm gonna do is just go to my polygon mode select a polygon hit command a now select all those polygons there I now what I'll do is go to let me actually first go to my edge here if I just go my cloth let's go to my dresser uncheck that let me just store this edge selection for now so set selection it's always good to store somes current selections before you start subdividing now we can go into polygons right click let me go right click so you actually see it subdivide I'm gonna click on this little gear so we have some options and I'm just going to do a subdivision of one and we got some a lot more double the polygons there and if we go back to our edge mode hopefully all of our edges are still intact and they are sweet let's convert them to points let's go back and since we have more points we have to reset this okay so we subdivided all those polygons we have a lot more points so we're gonna clear this out ok turn back drawn so we can see and then set you'll see all those new points new number of points are now purple turn off the draw and let's see what this looks like now so now you have a lot more polygons going on and you can see now we have a lot more small wrinkles as well and this is looking pretty pretty bloated if you ask me let's bring down the wid strengths maybe 10 let's go to our cloth and let's bring up the stiffness to about 95 it may be something like that so we're getting these really nice wrinkles maybe a little bit less rubber maybe 20% because basically what I want to do is bring back some of these little wrinkles here so what that's being caused by is too much stretching on our objects so the rubber will prevent the the cloth to stretch all that much and now you'll see we're getting some really nice wrinkles going on there really really nice stuff so now that we got this nice pillowy kind of text going on get this really nice wrinkles on the bottom they're looking really nice I think I actually liked it when we before we subdivided a little bit there but oh well but now that we have this is at a point that we like what if you just wanted to do this as still and not actually animate this well to be able to just store this political state of this cloth what I'm gonna do first is just command click and drag to duplicate this whole set up so we have a little backup copy always good to have a backup to save yourself from yourself in case you screwed this up you can always go back to this old version and I'll just turn off the subdivision surface here and I'm gonna go to my cloth and what I'm gonna do is in my dresser I'm going to go to initial state and hit set now what this is going to do is store this cloth deformation as it is at this current frame and now what I can do is just totally delete the cloth altogether and now you can see that hey there's our cloth in that state that we stored that initial State at now we can do whatever the heck we want with this now so now I can go and let me grab say a symmetry I'm gonna select the X go to my symmetry here hold the alt or option key down and make that a child and let's change the mirror plane to the correct a mirror plane which is going to be XZ X now no it's always it's always something different than you think all right XY there we go and now we got this nice kind of pillow look because we just have the symmetry on the other side and it looks like an inflated kind of balloon which is really cool all right so that's one nice use for it a practical use for another one is just a plain old boring pillow let's go to a new project so let's go in let's grab a cube and let's just make this a fairly skinny cube maybe 4 centimeters and the Y and let's up the segments here again the more segments the nicer smaller little folds and creases we're gonna get and let's just go ahead and make that editable by hitting C and let's go to our edge mode do a loop selection ul grab that little loop selection there hold shift convert those the points and so we've got a point selection just add our simulation tag cloth let's fix those points they're all purple now let's go to our forces again zero out the gravity and let's just see what this looks like with an inflation of say 110 sighs and you're gonna see we got some nice rippling going on nothing too pillowy looking yet let's go ahead and again add our particle force or a tractor turn it into a D tractor beam D tractor beams negative 3,500 something like that and I got this wacky wild inflatable pillow guy and what we're gonna do now is kind of mess around with all these options here so right now we have too much stuff going on even though our stiffness is at a hundred percent we still have a lot of wacky stuff going on so what we're gonna do is since this is stiffness is at a hundred percent can't go much higher than that right can't go higher than a hundred percent but with the iterations here we can actually kind of amplify or multiply the effect of this stiffness and all that good stuff so if I increase this even more you can see that that's actually stiffening and everything it's kind of exponentially increasing the values that we currently have here so even if we can't go up above a hundred percent here we can still increase the effect of all of these options here by upping the iterations okay so now we have this kind of stiff little janky looking thing here what we're gonna do now is just subdivide this though this cube into a subdivision surface holding alt or option there we go nice and smooth you know we can start playing around with some of our other options here so maybe we bring the flexion down again flexion don't like flexion not a fan of flexion maybe increase the rubber a little bit maybe something like this maybe increase the iterations even more and you can notice when I increase the iterations we're getting more and more of these really nice wrinkles going on which is nice maybe add a little bit of drag and see what that looks like as well and you're gonna see that we have these intersecting bits right there okay don't like the intersecting bits not a fan of intersecting bits let's bring the iterations down so to get rid of those intersecting bits we're going to go to expert turn on that self collision again we're gonna go back to frame 0 and hit play and hopefully that should fix this and sometimes what you need to do is also increase the point collision kind of boundaries so let me just increase that to about four centimeters and maybe that'll how that didn't look like it did all that much there either maybe increase the sampling the subsampling maybe to five and basically what that's doing is kind of when you have fast objects colliding it increases the the subdivision samples of of the cloth simulation obviously that's not working so sometimes what we need to do is maybe make this cube a little bit thicker so again what I'm gonna do is remove that cloth tag let's just go and scale this up ever so slightly something like that and we're gonna apply that cloth tag again and what you're gonna notice is that when we go to the cloth tag we go to our fixed points you're not gonna see any fixed points so I'll have to set it again once you remove that cloth tag and apply it back you'll need to reset your points now let's hit play and hopefully that should hopefully prevent some of our intersecting going on and it didn't but that's okay that's fine we'll fix it in post fix it in post so there's a nice little pillow let's just say we're kind of happy with what that's looking like right now actually let's just increase the detract or strength to let's try 5500 maybe that'll help with some of those little pesky edges there is kind of kind of helping let's do 6,500 and let's go back to frame 0 and we're still having that issue all right well that's fine that's totally fine totally planned for this let's just escape to hit play to stop this playback and what we're gonna do is we're gonna say you know what this is fine everything's fine here now thank you and we're gonna hit initial state set and that'll allow us to store the current state that these polygons are at and we can safely delete that cloth tag and now we can start to work on these crappy intersected Edge's there and this is where the sculpting tools will come in handy if I go to mine cube here go to sculpt let's grab our smooth tool and just smooth this edge out smooth that edge out you set it and forget it we're just smooth and everything out but now you see they're really just flat edges and that looks kind of crappy so what we're gonna do go back to scroll up go back to sculpt I almost said go back to school don't want to do that let's go to inflate and we'll just inflate this little edge there something like that inflate this little edge here and inflate here and inflate over there and there we go we got you know we can go maybe let's do a little pinchy do a little pinch and maybe pinch this little bit out there so you can have I mean you can just sculpt forever love the sculpting tools inside of cinema 4d have a lot of fun with them you can see that you know I could I could find doing this a lot better but there's a pillow fairly easy with with all the the cloth simulations and the attractor and all that stuff so you can see in our little journey we had here there is a lot of stuff you can do with just utilizing the cloth tag in just a few simple options like your iterations your stiffness the rubber remember flexion sucks don't use flexion using that size the size is huge it allows for these really nice billowing of your polygons and then again adding all of your particle forces your detractors they're expelling out and kind of showing this nice inflation kind of look and looking really good and again it's very easy to set up very easy to iterate off of and experiment with so I'm really looking forward to seeing what you come up with with this simple cloth inflation technique alright so hopefully now you realize that cloth is actually kind of cool it's old but it's all about dusting off some old features figuring out what cool stuff you can do with them and kind of use them to their strengths so you have any questions about cloth or anything I did in this tutorial please leave them in the comment section below if you make anything with this technique and I can't wait to see what you come up with be sure to tag me on Instagram on Facebook on Twitter all of the interwebs love to see what you're coming up with and what you're creating so always tag me I love commenting and seeing what you're doing and if you like this tutorial and you want to see more cloth or whatever else you want to see tutorials wise in the future from me be sure to leave it in the comments section below and if you liked this tutorial be sure to like it be sure to ding that little dinger Bell things that you can get alerted to my new tutorials right away when I post them and I'd really appreciate that and really appreciate you watching my tutorials and I'll be sure to come out with more in the very near future I'll see you then bye everybody
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Channel: eyedesyn
Views: 132,615
Rating: 4.967947 out of 5
Keywords: cinema 4d, c4d, cinema4d, cinema 4d tutorial, cinema 4d cloth, c4d cloth, cinema4d cloth, c4d cloth simulation, cloth inflation, 3d cloth, 3d cloth simulation, cinema 4d cloth inflation, cloth dynamics, c4d cloth dynamics, c4d cloth tutorial, cinema 4d cloth tutorial, c4d tutorial, mograph tutorial, mograph, learn c4d, abstract render, eyedesyn, c4d cloth tag, cinema 4d pillow, cloth text, pillow text, c4d pillow
Id: Vb5zIpnljjw
Channel Id: undefined
Length: 43min 21sec (2601 seconds)
Published: Tue Jan 15 2019
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