View Full Version : Cloth fx clothing tutorial?

08-24-2012, 11:52 AM

I will soon be working on some character animation with a character that is wearing a 'jesus' style full length robe, which needs to be animted with cloth fx.

I've not done much clox fx clothing before and wondered if there were any good tutorials out there with advise on how best to set up? I've tried youtube but all i seem to get are cloth fx tests.

Any advice welcome :)

08-24-2012, 12:43 PM
Generally cos clothfx aint much good beyond really simple stuff. Ull get away with doing the dress part id have thought, maybe even the sleeves too, but the area around shoulders/neck will probs want to be fixed/boned.

This link is OLD as hell, but describes what sorta thing u can get with clothfx for clothing and how to approach it some... http://rebelhill.net/clothfx.html

08-24-2012, 12:55 PM
This is the best I was able to get out of Clothfx: http://www.youtube.com/watch?v=rhd85d2W7t0&feature=plcp

stiff paper
08-24-2012, 02:48 PM
This thread might help:

08-24-2012, 04:33 PM
no, it's an interesting concept, but the technique doesn't produce a good simulation.

you would be better off using a low-res metalink object to drive the high-res cloth,
(but that as we know can still be jittery)

or wait for Bullet Soft Body simulation in LW11.5
(even though that looks kind of rubbery)

still not possible to get good cloth in LW, you have to get Marvelous Designer.
(on the other hand that is very good, according to some studios)


Ryan Roye
08-24-2012, 04:57 PM
I've seen people get decent results with clothfx, it is just challenging to tame. I won't be sad to see it dumped for a newer, improved cloth simulation system, that's for sure ;)

Note that the scale of your objects can change the simulation results... so if you plug in the same numbers as someone else, and don't get the same results, that's why. The "default" numbers are based off "real-world" scale from what I understand.

08-24-2012, 05:14 PM
the 100mm default setting must be adjusted though depending on the scale of the object.

but afaik, the clothfx jitter problem is that when a clothfx-vertex collides with a collisionobject-vertex, clothfx goes bananas and "locks" those two vertices together, which in turn causes jitter...


08-24-2012, 09:53 PM
As was mentioned, use it for simpler or obvious parts...cloth hanging off the character such as skirts, robes, etc.
Use simpler proxy objects to run the simularion on then metalink the higher rez clothing to that.
Use clothfx for the bigger more obvious cloth and use endomorphs, displacements, bump maps etc to drive smaller more detailed wrinkles.
If you get interpenetration issues try using editfx to edit the frames where legs, knees etc poke thru. You can also use simpler collison spheres parented to bones as collision objects. They cant be seen and those collisions calculate faster then using objects as collision objects.
Avoid self collison if at all possible as this will slow down the calculation.
Also try this old plugin....