Blender

Blender

rickswan Aug 2, 2018 @ 1:47am
Simulating and animating multiple pieces of clothing (from Marvelous Designer)
This may be a simple question but I'm pretty new to 3D modeling and couldn't find a straight answer online.

I modeled a character in ZBrush and just finished making their clothing - underwear, pants and jacket in Marvelous Designer (MD), and I'm making shoes in ZBrush. I haven't rigged my character yet, and I'm wondering the best ways to go about it. It would like to simulate the cloth around the character, and I want to do dynamic things with the clothing (e.g. make the jacket open and close, remove the jacket and pants so there's just underwear underneath, etc.). I'm just not sure where to start and what would be best. It would be ideal if I only had to rig the character (painting weights, etc.) once and could remove/unbutton clothing at will, but I don't know where to start with that sort of thing. My best guess is simulated cloth, but I'm guessing with multiple layers of clothing that could get glitchy.

I currently have every part of the clothing imported in Blender exported from MD in the FBX format, but before I go forward I wanted to get suggestions for best practices from those more experienced than I.

Thank you for your time.
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Are you gonna use game engine? I know at least there something in UE4: https://docs.unrealengine.com/en-us/Engine/Physics/Cloth/Overview

Dont know about Unity or other engines.

And in marvelous you can do animation too, I think it's only points cache, no skeletal animation, so you could probably not use zbrush for that, unless it's vector displacement decal applied to cloth texture, because zbrush cant edit animated model (you get unwrapping from marvelous if you dont zremesh or use sculptris mode)

Dont know if it would be possible use MD models in Blender simulation. You'd need to remake all seams and it would look different than MD sim?

but I'm guessing with multiple layers of clothing that could get glitchy.

Marvelous have layers if you use them it's less glitchy (or no glitches at all)



I dont know if its possible "bake" unzipping animation, only know its possible move zipper with mouse. Probably 1 by 1 frame and then move zipper manually by small amount and then exporting cache by frames. Not super familiar with this soft i only used trial for few days.
Last edited by 僕の名前 (仮); Aug 2, 2018 @ 6:13am
rickswan Aug 3, 2018 @ 3:34pm 
Originally posted by w00t:
Are you gonna use game engine? I know at least there something in UE4: https://docs.unrealengine.com/en-us/Engine/Physics/Cloth/Overview

Dont know about Unity or other engines.

And in marvelous you can do animation too, I think it's only points cache, no skeletal animation, so you could probably not use zbrush for that, unless it's vector displacement decal applied to cloth texture, because zbrush cant edit animated model (you get unwrapping from marvelous if you dont zremesh or use sculptris mode)

Dont know if it would be possible use MD models in Blender simulation. You'd need to remake all seams and it would look different than MD sim?

but I'm guessing with multiple layers of clothing that could get glitchy.

Marvelous have layers if you use them it's less glitchy (or no glitches at all)

I dont know if its possible "bake" unzipping animation, only know its possible move zipper with mouse. Probably 1 by 1 frame and then move zipper manually by small amount and then exporting cache by frames. Not super familiar with this soft i only used trial for few days.
Thank you for your response! My main purpose for this character is as a reference image and for animation in Blender, which I am still learning as well. So you think I would have to remake the seams? I suppose I could look into that. Do you think simulation or painting weights would be a better route? Or is there some kind of combination of the two that's possible?
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Date Posted: Aug 2, 2018 @ 1:47am
Posts: 2