Modeling Cloth Blender 2 8

Modeling Cloth Blender 2 8



hello blender community rich Colburn here announcing the modeling cloth for blender 2.8 is out now keep in mind blender 2.8 is changing a lot so depending on what day you download a blender 2.8 this may or may not work my plan is to make modeling cloth 42.8 include all of the features of Marvelous Designer and to keep updating it as the builds of blender 2.8 are changing now whether or not I'm able to make modeling cloth as cool as Marvelous Designer depends partly on the level of support I get so you can support me in a couple of different ways there's a donate button right here inside a modeling cloth that will let you donate so that I can keep making add-ons there's also the option of purchasing it on the blender market just look for a modeling cloth on the blender market you could also purchase my science fiction books I'm writing a series of books two of them are published and if you buy those books the proceeds will basically go to support my habit of creating more awesome blender add-ons so getting right to the list of features here is modeling cloth for blender 2.8 so a little bit about modeling cloth modeling cloth is created entirely in Python the cloth solver the collision system is all done in Python it's not using blenders internal cloth engine in any way and the reason I created it is that while blenders cloth engine is amazing it's difficult to setup and it's also it doesn't provide any way to interact with it in real time and so this tool is basically focused on being able to interact with it and use it as more of a modeling tool so just to show you how quickly and easily you can start interacting with it I'm going to add a plane here and then I am subdividing it and I'm just using the subdivide that on a hotkey and now I'm going to come over here and if I've installed my modeling cloth add-on then I have this extended tools tab which gives me access to the tools inside a modeling cloth now I'm gonna you know for the sake of making this look that I'm also going to subdivide it and I'm going to shade it smooth alright now I'm going to turn on modeling cloth and when you go down and you hit continuous update it starts the cloth solver running and it will just run all the time and you can already see something starting to happen I've got a little bit of noise put on here and now I can start interacting with it so if I wanted to model something like a bedspread or a tent or whatever I can just grab it and start pulling on it and it gives me a cloth like behavior I can also quickly reset whatever I've done so you know let's just play with this a little bit here and I could also go down and create some pins and now I can pull on these pins and then interact with those in real time I can also pop in and out of edit mode and it doesn't reset anything like it would in blenders internal simulation and whatever changes I make here are applied to the cloth and I haven't lost the state of my simulation so this is great for doing interactive stuff where the mesh behaves like cloth and it's just it's not something that the blenders internal cloth engine allows you to do alright let's start with the basics so we're gonna add a plane here and I've divided it again and I'm gonna add a UV sphere yeah that up a little bit down a little bit now I'm going to turn this into modeling cloth so there's my modeling cloth button I turn that on I'm going to set it to continuous update so now it's running as cloth and then I'm going to select my UV sphere and I'm going to set it to Collider and now this object because it's set to Collider here it will collide with my cloth up there alright good so you turn on the gravity here and it will fall and land on my UV sphere like so and the collisions are pretty forgiving so like if it's already in a bad state and I turn on my continuous update whoa it's freaking out here we're gonna turn down the velocity a little bit and now it just sort of fixes it so that's the basics okay some things you need to know about how modelling cloth is working modeling cloth is using shape keys for all the changes it's making so if I have this object selected and I click on modeling cloth immediately I get three shape keys the basis key the modeling cloth the source key and the modeling cloth key and the modeling cloth key starts out by default it's set all the way to one so now let's run this for a second and I'll show you what I mean so we grab this we make some changes here the changes that you see are the changes that are being made to the modeling cloth key they can turn those off so we're keeping the state of our original mesh inside the basis key the source key is for you to play with so here's the current state and if we edit this than our current state changes and our engine updates from there and I'm gonna turn the velocity way down just to make this easier to demonstrate now the changes can be quickly reset now if I make changes to my modeling cloth key and I run this then it starts from there but if I make changes to my source key the engine is going to target those changes so if I shrink an area down for example I shrink this way down and then so here's my current state and you know my source shape is like this the engine is going to target this source so now when I run it it's going to shrink down and I've got the velocity set really low so that it will take its time to shrink down to that state now whatever changes I make inside this source state the engines going to target that so I think I could like scale it way up for example and now when I run this it's got all these crazy wrinkles because it's trying to achieve that much larger source shape all right good scale it way down and it's gonna shrink like crazy shrink all the way down to that smaller size so whatever changes I make are actually only being applied to this modeling cloth key it still keeps its original basis key if I want to save this state that I've got say I'm modeling something and I like it here and I want to start from here now then I can click on this apply to mesh button so it's the fourth button down donate by book so lines and apply to mesh if I click on apply to mesh then it will update whatever the modeling cloth key is to the basis key now it still keeps the source key the same but the modeling cloth state is then applied to the basis key and you can delete these if you want and it will regenerate them automatically so that it won't glitch out if you want to keep working with it so we're just going to go down the list of buttons and talk about what they do if we create our mesh again and we want to like create so lines well I've got a tool here that's just sort of for convenience that will let you quickly put so lines between two sections and it works best if you have the same number of vertices here and here where you're sewing it together you click on the so lines button and it just uses some features that are already built into blender to add so edges and inside the modeling cloth these so edges work a specific way so let's see I again I should just set my velocity to something low by default I'm gonna start my my cloth engine running and the soma jiz aren't doing anything because the so force is actually down here in the physics settings so it's the second one up from the bottom under these physics settings and if I turn the so force up then it starts to pull that together and it's set up so that if you set the so force all the way to one it just fuses them so if the so force is set to something less than one and I grab it you can actually pull it apart you know instead it's like here you can pull these so edges away from each other but if you set this so force to one then it treats it as if they were one vertex where they're sewn together so it will no longer unless you grab actually on it it will no longer pull these so edges apart it treats it almost like it's just one continuous mesh and then you know when you reset it it's instantly going to fuse those together if it's set to one so that's how the sewing works so we could do something fun with the cell lines and you know make a garment if we wanted let's do something simple here just for fun you know what's this guy doing here I'm gonna sew these edges together and here here and now let's make this modeling cloth run it and turn up the so force make kind of a little box sort of thing that's sort of fun maybe add some so edges here around it now and oh it's freaking out kind of a cool shape I don't know no it's just an idea of what you can do with sewing stuff together alright next thing we're gonna look at is this crazy little thing the soft goal option now this is kind of weird and experimental I just put this in here recently but I've been having some fun with it what this allows you to do is treat an object like a soft body object with some fairly simple physics and it requires an empty so I've got an empty here and I'm gonna say that my empty is now a soft goal object and I can control the goal force here and I can set it to fixed or so that will move and this is still experimental it's you know still kind of weird and night I need to adjust some things inside of this but what it does when you set this to modeling cloth because there is a soft goal object in the scene as soon as you turn on modeling cloth on a mesh object it creates this vertex group so if I go into my vertex group and I assign whatever I assign into my mesh and I'm just going to turn everything to a weight of 1 now when I run modeling cloth on this object it's connected to this as a soft body goal and it will move wherever this moves so if I grab this you know and fall on it I can actually pull the empty around or I can set this to a fixed goal if I set it to fixed then I can no longer pull that around it's stuck in that one spot and I'm not really sure what to do with this yet it's just kind of a thing I I created and I thought that this would probably have some cool future uses but just say you know that's what it does and if you guys come up with something amazing you want to link a video of what you've done with it that would be great but there it is soft goal and fixed goal and the goal force just controls the strength of that so like if I said it you know something really really low that it has very little effect on it it goes very slow to try to come back to the target and that's annoying that it's collapsing so I'm gonna fix that all right here now it's gonna be like whoa it's in orbit or something yeah I'm sure somebody could think of something amazing to do with that or maybe you just do what I'm doing right now and I'm mesmerized playing with it because it's like fun to play with anyway there it is soft goal fix goal goal targets etc you can also you know I've done some things with the the reason that I created it was so you could have soft body physics on a human like wear skin compresses around the cloth and I have been able to mix cloth tightening with the soft body effect so that you can squeeze it maybe I'll do a demo video of how to do that after this one so somebody post in the comments and say hey you were gonna make a video of how to do soft body with cloth together and I'll try to make a video how to set that up okay so the next button that I want to show you is the self collisions and if I turn on modeling cloth and I turn on self collision then if you're familiar with cloth and all you probably have an idea what it does but just for due diligence let's demonstrate this so and put my velocity down lower and I'm going to set this for continuous update and I'm gonna go and create a pin like right in the center okay now when I turn on gravity this is gonna fall and let's put on a subsurf modifier Jaden Smith now when this falls there's nothing to prevent the cloth from passing right through itself so it's just gonna do you know this kind of a thing it's all wrinkly and self collided and you know this is not how cloth should behave so if we reset that and we turn on self collisions where did it go here it is it's not collision and then we keep running it it's going to attempt to prevent that from happening now it's it's very crude self collision code that's very simple so that will run fast it's not really made for animation but it will generally and this margin is too big so we're gonna set it to like nine zero three so it's a little more stable it will generally keep the cloth from intersecting itself so instead of just passing through it will sort of fold up on itself now if I get support so that I can continue developing this then I will I plan to dramatically improve the self collisions as well as a number of other things but it's a matter of taking time away from paid projects in order to be able to do that so if you guys you know want to buy the add-on or make donations or whatever then I will work on those kinds of things but as you can see generally with the self collision turned on if you run it slow then it's gonna prevent most self collisions so if you're using it as a modeling tool then the stuff collisions is it's actually really helpful and since this is modeling cloth if you do have weird areas that are like self collided and you don't like it well just go into edit mode and fix it so like right here there's some weird self collisions you can just go fix it tada it's no longer self collided well maybe it's a little more complicated than that and now but you get the idea you can also like if I turn off gravity right now and I just run it a little bit I can grab this and pull on it to fix it I can pull the self collision areas out alright moving on down the loo of buttons next we have object collisions which we can turn on and off and it does what you would expect hopefully that's labeled in such a way that makes sense if I have an object here and it's set as a Collider object then when I run my modeling cloth put some gravity on here and it's going to collide with that object by default but I can turn object collisions off the reason I have that option there is maybe you want to have multiple modeling cloth objects and some of them you don't want them to detect collisions and some of them you do so you can turn it on and off the next option here this grid boxes thing that doesn't do anything it's related to collisions but I should probably take it out of the UI so maybe I'll just keep it there for a future use I don't know but it doesn't currently do anything the next thing is animation update now as you've been watching I've been doing continuous update which means that it just runs all the time if you set it to animation update it will only run when blender is running its internal animation so and it's set for whatever speed blenders internal animation is set for and it's there because sometimes you want to animate a character with modeling cloth and if you set it up right modeling cloth will actually work pretty well with animations in some cases it may even work better than blenders internal depending on what you're doing so you can set it to run only when blenders animation is running now if you set it to frame 1 reset then it will behave more like the way blenders internal engine runs if you go back to frame 1 then it will automatically start over so that's what the frame 1 reset button is for Claire's mod hopefully I don't know all right moving on down the list of buttons we have grab and reset which we've been playing with this whole time so hopefully you get an idea what those do grab you click it once we're in grab mode and we can click the cloth and drag it around if we right-click we exit that mode reset just takes everything back to its original state and then after that we start getting into physics settings now before we talk about physics settings we need to show you something else which is the pin vertex group so I'm just gonna delete this one and start over which you've seen me do a million times by now and when you create a modeling cloth object and you turn on modeling cloth then it automatically generates this vertex group for you the modeling cloth pen group now this modeling cloth pen group behaves just like blenders internal pin vertex group you assign a vertex weight to whatever vertices you have selected or a single vertex and by the way its vertex and vertices there is no such word as vertices singular that is an imaginary word once these are pinned if we go continuous update and we turn on some gravity then you get this cloth II type behavior well did I turn gravity back off I think I did or II turned it to negative and these areas are actually stuck in place that's you know a little different than these pins that you can control it's just fixed in place you can actually grab the pinned vertices and move them around with the grab tool and I don't know maybe there's some way you could use that for modeling specific shapes or something but anyway that's what that does and you also have the option you can set the pin weights to something else like you know much smaller and assign that and now these will move a little bit depending on how strongly you weight them but they sort of target their original position that's very similar to how blenders internal cloth and engine behaves and I guess let's just keep going so here we have iterations now the number of iterations it's actually how many steps the cloth solver performs between each update that you see in the viewport and what that means is that it sort of speeds up how quickly everything happens as far as the solver is concerned so what it will do is it will make the cloth behave as if it's more stiff but it also increases the compute time so I tend to not use it if I'm modeling if you're doing animation and you have time to wait for it then you can turn up the stiffness this way and you also have the stiffness as an actual button here or as an actual setting here so I can turn the stiffness way down and my cloth will get super stretchy or I can turn it up a little bit more and it will become more stiff and if you go over one then it gets all unstable and freaks out and you can do that with blenders cloth engine and I think most cloth engines if you try to set the stiffness too high it freaks out something like one point two was where it's probably safe and one point five or something like that it starts to to get a little crazy so probably don't want to mess with that setting too much above one one is a good stable place to work with it it's mostly there so you can make it super stretchy if you want to alright moving on down the road we have our push springs and when two points are too close together push Springs actually will push them apart when they're too far apart the normal Springs will pull them back together again you can control those separately if you want to I think it might actually be disabled in the code but I won't go back and fix that at some point next we have been Springs and Bend Springs do what you would expect hopefully if we turn up the bend Springs like well to see this here let's pin this and let's run it and let's add some gravity okay so here's how it would normally run you get a little bit of let's see and turn the bend Springs all the way down and then you get these wrinkles and it behaves in a way it's it's very sort of floppy and if you turn the bend springs up then it becomes a lot more rigid more like I don't know construction paper or something bouncy or whatever let's just do a little demo to show what that looks like I'm going to make this object a Collider and now we're going to run continuous update let's see what the bend Springs on it's very stiff and if you turn the bend Springs down to nothing then it gets a lot more floppy and you know you could turn these bin springs up really stiff and then if you turn up the number of iterations it can increase this compute time but it also could make it very very stiff so now it's behaving you know almost like I don't know metal or something now if we go into the source key and we do something in here like we put a little bend in it well now because we've got Bend Springs when we run this that Bend is going to appear so we can put all kinds of interesting bends and curls and things into it by tweaking things inside the source key so like put a little curl on the end of it when we run it now it's gonna have that little curl on the end you know so there's a lot of things you can do by playing around with the bend Springs another option we have here is extend the springs and they're similar to Bend Springs it but it's kind of like the old-school way of doing Bend Springs where they were not directional and it just extends the area of linear Springs and that may sound complicated but essentially what it does like if you just have your regular thing set up here it's gonna be soft and it's gonna fold and do whatever it does but if you turn on extend Springs right here then it will behave in a way that it's a lot more stiff and it's a little cheaper to compute than the directional Bend Springs so sometimes if you just want it to be stiffer like if you want to make a stiff piece of paper or like this ball that I'm playing with and you don't really care about direction then extend Springs is one way that you can do it it takes time for the computer to set it up so if you have a big mesh and you click on extend Springs you're going to be waiting for it to compute so just be careful with that next here we have the pin fall off right here and this spot group pin fall off and what that does is when you've got pins with a particular weight say like a weight of something and you are wanting those pins to behave in a particular way where they're not completely pinned but they can pull away from there their source location if you adjust the pin group fall off then it changes basically that multiplier in case you don't want to screw around with trying to reweighed it it's just easier sometimes to adjust it right here to get the stiffness that you want for wear a pin group is so that's what that does noise is actually you can just add randomness if you want to add wrinkles or randomness to your cloth and if you set the noise decay to one then it will never go away so each time you update the noise now it's going to keep adding a force to the noise and let me reset this so you can see that a little bit better so we're gonna add some noise to this cloth and actually just be running first so if you turn the noise down to zero and you know does nothing if you turn up a little bit of noise it's gonna add a little bit of randomness to it you can turn that up higher and what it does is it it applies a certain amount of noise as a force and then that that noise gets multiplied by us a decimal and it just eventually falls off and turns into nothing but if you turn the noise decay to 1 then it won't be multiplied by that and then when you update the noise again it will just keep adding that noise force to it and it just kind of moves around cuz it's continuously applying that noise over and over again so it'll just keep slowly bending into some bizarre shape so that's what that does gravity we already know what that does it makes stuff fall hopefully you've learned about the law of gravity from like living in the real world at some point most of us have done this then we also have inflate and inflate is super cool and it's like my favorite thing that I have here so what inflate does as you might have guessed it it allows us to inflate objects so if we add some inflate to this and it's gonna blow up and we can also deflate and I will turn inside out and do that kind of stuff and it's fun to mix inflate with different shapes like if we have a cube and we subdivide our cube a whole bunch and then we turn it into this modeling cloth and I might have subdivided it too much and then we set it to run then we add some inflate to it once it starts running and let's do a tiny tiny bit and it's just gonna blow up I mean it's sort of wobbly because it's you know because of the velocity and with inflate you can't you can make all kinds of cool stuff at the beginning of this video I showed like making kind of like a cushion or some kind of air mattress looking thing by using the inflate and there's I'll just make a video about the inflate option at some point one of the really cool things you can do with inflate and maybe this should be a separate video also is you can actually do REIT apology with it so let me just set that up real quick and I'll show you alright to demonstrate the reat apology we start with the disembodied appendage of an unsuspecting victim and we're going to make it a Collider object and then we're going to add a mesh just a plain here and I'm going to scale it up so that it sort of fits the area that I want to read to apologize and then let's see something like that and we'll just do between here and here to make it simple like that and make this roughly squares so I've divided a few times now we're gonna like move it up here now I want to actually duplicate it and flip the normals and now I'm going to create some so edges though so lines there and over here oops so lines there and now we're going to turn on modeling cloth and I want to set the velocity down a little bit all right now we're going to set this thing to run and we're going to turn up the sewing force a little bit kind of sew it together around this disembodied limb and turn this up a little bit more all right and yeah we could turn it all the way up to one all right and it's not quite tight enough so what we can do is we can go into the source key and we actually want to scale it just on this one axis so it gets tighter like that and that will actually make it tighten up so it conforms to the object and we're going to turn the outer margin down so that it gets a little bit closer to what we want and then I guess we didn't really have to use deflate but you can use deflate for like this area to tighten it up make it stick to the arm and probably what I would want to do is let's do it like that there we go nice and tight tada we've just effectively reach apologized this severed limb so kind of an obscure thing that you can do with it but yeah look at that that's kind of fun all right so next on our list we have velocity actually we have so forced and we have velocity so force you already have seen what that does velocity is basically how much things keep moving just like velocity in real life so like let's make this run here turn on some gravity so it's pinned on that end and now see how it's all bouncing around if you set the velocity to 1 it'll just keep going and it'll just bounce around basically forever and tell judgement day or whatever I think I actually set this he could put it more than one just because I have apparently no restraint and it will actually accelerate until starts going so fast that it will just flip out I don't think blenders cloth engine lets you do that because basically it's got the child lock on that setting but I have left the child lock off because I want people to be able to break it and cause it to explode I think it's kind of fun but if you set the velocity down to something really low it's kind of like it has a tremendous amount of drag on it and I think I mentioned it's more fun to or at least it's it seems to be easier to work with it as a modeling tool if you have the velocity set super super low so that's what velocity does I suppose I could talk more about velocity but you know college professors talk about it for like years and I at this point I'm just blathering and pulling on this thing so I'll stop so then the next part we have wind wind is super cool let's turn the velocity back up to like 2.9 something and we have I suppose it'd be easier if I were to put in like a directional force field object for the wind but I just have your x y&z vectors let's see X is pointing this way so if I put some X wind on this then it's just got whoa I'm gonna blow it off in that direction apparently that is a very strong wind so I've got some wind on there and you know it actually behaves like real wind it blows more strongly if it's perpendicular to the angle of the face and you can also add some turbulence and make it so that it kind of you know behaves like like a windy day and of course you could put some Z whoa some Z wind in there so I blow straight up now it's changing that angle of the wind vector so yeah that's what wind does we can create pins which I've already showed you briefly calm down saying okay so like we put in a pin right here and now it's pinned at that location and you can pull that down tight make the wind fight against our pin if we put in like multiple pins like a whole bunch of pins over or all over it and just you know it's kind of hard to select these especially if you have other empties in the scene so you have the select pins option it will select all the pins that you've created for your model and cloth and if you delete these it won't actually go away it I think it actually breaks the engine so let's start over here you don't want to delete the pins because the pins are sort of tied into this engine and maybe something that can improve in the future but so the way to properly to delete pins within modelling cloth is to delete them with this button that's built into it so it will delete whichever ones you have selected so if I delete this pin that goes away and it's no longer pin there select pins delete pins gets rid of all the pins and it just goes back to the way that it was so another thing down here is this grow source and shrink source option and what those do is they they basically just go into the source shape and you know if you have this running and you go into the source shape and you scale it up then start it again it's gonna grow it and if you turn the velocity down to like something really low almost zero and in fact let's subdivide this again and reset this and now when we grow the source shape it's going to create all these wrinkles and that's really nice if you're wanting to create like a bedspread with wrinkles or a curtain with wrinkles or something like that and you know if we grow the source even more than the wrinkles get stronger but what it does is it just basically scales up the size of the springs and it's just a convenient tool for shrinking and growing so you know like if you wanted to shrink an object around another object like we did earlier like we add a UV sphere for example and we make it a Collider and then we add a plane and we subdivide it a few times and duplicate it and we do see select select no I manifold then create cell lines and then make this modeling cloth run it and then sew it together let's sew it together sort of carefully so that it sews around this this sphere now say we wanted it to be a little more loose for example we can grow the source and now it's sort of loosely around the sphere or say we started it out like this but we wanted it to be tighter we could shrink it around the sphere so it gets tighter around the sphere and you know there's lots of objects that you could you know for example like if we instead of a sphere what if we did it Suzanne's face and let's reset this this has to be a kleiner I might have broken it shrink it around Suzanne's face what's that the velocity down do that a little bit more slowly you know you work with a little bit more set up the resolution a bit you know you could get something like an effect of wrapping something around something else and you could grow the source or shrink the source too to get the results that are a little bit more like what you wanted there are a couple of options that only appear when you are in edit mode so for example let's go into edit mode here and let's just make sure this is working and it's working when you go into edit mode you can pin everything that's selected this pin selected button appears it's not normally there if you pin select it then it creates pins for everywhere that you have something selected and it automatically selects those pins so you can work with them if you want to and there's another option that appears when you're only in edit mode and that is virtual Springs so if we add virtual Springs it behaves as if there's a spring there even though it doesn't you don't have any visual indication of a spring that's there so the add virtual Springs and remove selected appears when you're in edit mode it's not normally there so if we say add virtual Springs around like here in here and then here in here then when we run this it's going to behave as if those points are connected even though you can't see anything there those corners are now connected so they will pull on each other and that's really cool for a lot of stuff so for example let's add a cylinder and we're gonna cut some rings in this cylinder now we're gonna make it modeling cloth and now this cylinder is gonna behave in a really interesting way because what it does is it well let's do something else interesting let's add some pins here pin selected and let's go down here and pin selected and now I'll reset this now I can grab this and pull it and you know it's gonna behave like cloth in between the two well if I add virtual Springs you'll notice that like this polygon here it's actually behaving almost like it's one solid piece and that's because what happens is inside of edit mode you can see this every one of these points is connected by cloth springs to every other one of those points normally every point would only be connected to the points around it so like this point is connected to here and here and here and here and here and you know it does that but if you do virtual Springs you will take every point that you select and it will connect it to every other point so all of these points would be selected so you see this way the way this behaves right now these are all sort of floppy like cloth in the center but if you add virtual Springs like let's let's add virtual Springs to everything selected here now when we run this you've got this section of it that it's gonna behave more like it's rigid where that area of virtual Springs is is connected you can also do stuff that's a little bit more straightforward like if you make an eco sphere and you treated as modelling cloth well you know how it's gonna behave it's you know kind of flat and whatever but if you go in and you make virtual Springs everywhere it's going to connect every one of these points to every other point which means it makes a ton of Springs so we do that it makes a ton of Springs but now it behaves more like a soft body object because all of these springs are pushing against all the other Springs so if we do that with something like let's make a Collider object this is our collider now let's make the cube and let's make it modeling cloth and actually let's scale it down a bunch and now let's do continuous update and put gravity on it it's gonna fall and it's cut a couple of Springs in it like this and we need a few more yeah so sort of flattens on itself it sort of flattens out but if we reset this and now we add a bunch of virtual Springs like on every point now it goes back to being more like a soft body object because it's connected all over the place to itself so I'm sure you can think of lots of things to do with virtual Springs you know the classic thing that everybody made tutorial is about when I made my first version of modeling cloth was making like pillows and to make a pillow you grab like a couple of Springs like say you do do like here and add virtual Springs to here and add virtual Springs to here and add virtual Springs and then set it to continuous update and put a subdivide on it and then when you inflate this because it's got those virtual Springs it behaves as if it's connected in those points and I think if we go into the source key and we scale it down on the z axis we update it yeah it gives us a little bit more that kind of an effect this isn't a very good pillow but hopefully it gives you the idea of what I'm talking about oh goodness have I gone through everything I believe I've covered all the basic features now the next thing to do is to make some cool videos and some tutorials about how to make awesome stuff so for example this image which was made by this guy Rico I don't know how to pronounce your last name I'm sorry Rico I think it's like silly or maybe it's I don't know card see I'll have to ask anyway yeah he used modeling cloth to help him to create this awesome image that you see here and of course I have used it for all kinds of stuff in commercial work and for fun and different things so the add-on you can buy it on the blender market but the link is there also you can get it for free and the main reason that it's both for free and for sale and they're identical I'll keep both versions the same is that I wanted to have it on the blender market and I'm hoping to raise some support so that I can keep developing it but with blender 2.8 changing constantly I know that it's likely that the add-on will keep breaking and I didn't want somebody to buy it and then feel like it doesn't work so the link for the free version is going to be there really what I prefer is if you want to support what I'm doing then just donate and download it from the github link because there's no difference between the one that's on the blender market and the one that's on the github link anyway I guess that's the gist of it for modelling cloth I hope you guys find this tool useful and I hope I get enough support that I can keep developing it so happy blending everybody thanks for watching

33 Replies to “Modeling Cloth Blender 2 8”

  1. Very cool addon but I tried to do some clothing and found that it's get broken even if you re add the modeling cloth or reset and even close and reopen any solutions or suggestions

  2. This is so GREAT!!!! I get it to work on 2.79 but unnable to get it on 2.8 🙁
    As soon as 2.8 becomes stable I'll be spending lots of time having fun with this, so be sure I'll be buying this addon soon.
    🙂

  3. Very cool stuff. A few questions, though; do you have any pointers about making cloth knots and when modelling with mesh thickness with your addon? The examples shown in the video mostly show meshes with only a 2 dimensions, so will it work if you decide to make a piece of fabric with a solidify modifier, or when applying one?

  4. I love this addon! Great job!
    Inflate option is awesome but seems that is something wrong with the values. I need to type 0.00001 to get an adequate result.
    Also, would it possible to change "Grab" tool radius?

  5. That is AMAZING! I'm designing real-life clothes in Blender, and this looks like a game-changer. I will be sure to donate after I try it out!

  6. Man, fantastic job! Also I have a question – could u tell me if it is be possible to make the calculations be handled by GPU? I know its python and its limitations, but still…

  7. Well done sir. This is probably intended but I noticed that the size of the mesh changes the effectiveness of the Grab tool. Make the mesh 200m wide and then the Grab tool doesn't seem to work but it is actually working , its just the effect is much less noticeable. I normally work at the same scale as Unreal Engine which is a scale of "Metric 0.01" on the Scene properties so when I create a 1m plane, the Modelling Cloth addon treats it as a 100m plane.

  8. also if I change subdivision on the source clothcloth doesnt simulate, and doing some undos and stuff stops simulation and cannot recover unless restart, is there a way to restard blender internally or this addon?

  9. This looks awesome but I can't get it to come up in my user prefs. I'm using the current 2.8 build. Any suggestions?

  10. Hi Rich if you ever manage to make only the main Marvelous designer features the community will be forever in your debt! I will support you once i have a little spare money. please don't abandon like so many are doing. Seeing the amount of customer from MD i am certain that you can easily make a very good living if you grab only half of their customers.

  11. late reply! looks absolutely stunning, great work man. I will be buying this on BlenderMarket for sure!

  12. Hi Rich Colburn. Great work, that looks very promising, I will give it a try. thank you for share like/sub/+bell

  13. Glad to see you're still working on this…I'm blown away!! Thanks Rich!

    BTW, Copying /Modeling-Cloth-2.8 folder into /addons does not show up in addon manager. Copying ModelingCloth28.py to /addons does work though.

  14. Great work, thank you very much! I really would like to donate, but unfortunatly that isn't possible with my german PayPal account. Maybe you could set up a "pay what you want" product on Gumroad?
    I would appreciate if you show a demo with the soft goal option.

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