Using Cloth with Bipeds
Using Cloth with Bipeds
Creating Pleats
Clothe a Biped
To accomplish our task, we must slow down the
character’s pose. The idea here is that motion-capture data imported
into both products will position a character at frame 0, which can
cause problems for Cloth because it wants to simulate over at least
30 to 90 frames before motion begins, generally in a neutral pose.
Clothe
an animated biped:
- Load tutorial_7.max from
your \tutorials\cloth folder.
This scene has a biped standing in the “Da Vinci”
pose.
- Select
all the biped parts and then go to the Motion panel.
-
On the
Copy/Paste rollout, click Copy Posture.
Now this posture is saved for you to get later.
-
On the
Motion Capture rollout, click Load Motion Capture File, and then
load the file backkick.bip from your \tutorials\cloth folder.
Click OK through the dialogs that follow, accepting the default
settings.
- Open
Track View and choose Mode > Dope Sheet. Resize the Track View window
until you can see all of the biped keys, then drag a rectangle to select
all these keys. Drag the keys 30 frames to the right (while you
drag, a tooltip shows an Offset value that you can watch).
This will give you 30 frames of transition between
the copied pose and the first motion-capture frame.
- Close
the Track View - Dope Sheet window.
-
At frame
0, on the Motion Panel > Copy/Paste rollout, click Paste Posture.
-
On the
Key Info rollout, click Set Key.
Now when you scrub the time slider your animation
should show a smooth transition between the Da Vinci pose and the
first frame of the motion capture.
- Right-click
a viewport and choose Unhide All to unhide the Shirt object.
- Select
the Shirt object and then go to the
Modify panel. In the Cloth modifier’s Object rollout > Simulation
group, click Simulate to begin deforming the shirt. At frame 30,
press ESC to halt
the simulation (watch the progress dialog or the time slider).
- At
frame 30, in the Selected Object Manip group, click Set Initial
State.
This sets the initial state of the shirt to
be in sync with the first frame of the motion capture. Because Cloth
requires some pre-roll for the simulation, it provides you with
the tools needed to copy the cloth at any stage back to frame 0.
- Next,
go to frame 0 and click Truncate Simulation.
This removes the simulation after frame 0.
- Save
the scene as my_clothed_biped.max.
- Choose
File > New, and on the New Scene options dialog, choose Keep Objects
And Hierarchy.
This removes all animation from the scene.
- Import
the motion capture file again. At frame 0, the cloth is in synch with
the biped. From this point on, you can animate the cloth to follow the
biped’s motion.
This tutorial gave you a method for "staging"
your Cloth simulation.