View Full Version : Planar triangulated mesh for clothing?

04-15-2008, 02:44 AM

I feel like such a newbie.
I need a mesh that can bend in horizontal, vertical & the two diagonals.

How do I create a " planar triangulated mesh " for clothing?

I have attached images of how far I get.. what next?
Image 2 shows what I would like to achieve. ( red lines done in photoshop )

Manually knifing would be imperfect & waste too much time for large meshes.

04-15-2008, 03:21 AM
If youre modeling with subpatches I would generally lean towards quad polys.
Triangles work fine unless you have points sharing lots of edges. If youre doing
to use clothfx I would focus mainly on using quads and keep the mesh density
as consistent as you can.

04-15-2008, 03:52 AM
Ok I found the solution.

I simply copied the quad polygon mesh.
Then rotated the mesh 90 degrees.
Then pasted the mesh over itself.
Then merged points.

Is it not a better mesh to use in ClothFX?
As it is made of triangles and thus makes no Non-Planar polys?


04-15-2008, 04:18 AM
The tool you were looking for is the Spikey tool. It will split each polygon from each of it's vertices to the center.

However, I would think LWs triangulation is likely to split the subpatches in the most beneficial way for the time (haven't tested though) and ClothFX can consider a "spiked" mesh for it's internal calculations (lookup the Substructure setting in the manual).

04-15-2008, 05:42 AM
Under Multiply-tab/subdivide->more there is "Make Pole", which also does what you are after.

04-15-2008, 06:17 AM
Is it not a better mesh to use in ClothFX?
As it is made of triangles and thus makes no Non-Planar polys?


You are going about it the hard way though. Kind of like the cart before the horse. Not only that but you are going for more triangles than you need.

It is true that you need triangles for a mesh that gets any kind of deforming.

The traditional method in this case would be to first create the mesh, then subdivide and triple with the triple command (shift T). This was the method used pretty much throughout most of the 1990's. This is production tested and is the way to do it.

So if you want to make clothing and have it remain as polygons:

1) Create the shape you want.

2) Subdivide - if you need to to make is smoother. (shift D and you can even use metaform)

3) Tripple

That would be a better work flow for you.

If you want to create subdivision surfaces. LightWave does the tripling for you in the render.

And it will look like this:


Same thing you get with the Shift T command.

Take a look at the beginning of my tutorial (in signature) for some more information on how LW handles the subdivision and tripling in the render.

And more info here (http://www.lightwiki.com/Uses_For_Subdivision_Surfaces) about subpatch modeling uses.

04-15-2008, 07:24 AM
Surrealist, with just a usual shift-T you don't get a polyflow which deforms nicely in any direction (assuming we don't further subdivide it after deforming.)

Your example pic clearly demonstrates this: you get a good deformation if the axis of bending/deformation runs, for example, through lower left and upper right corners - but if it runs through upper left and lower right your mesh is gonna get messy... :)

04-15-2008, 07:25 AM
I have spent the last couple of days trying to get my head around making
a shirt on a basic human torso.

Gosh, I have run into all kinds of trouble.
Mainly clothFX won't stop jittering.
OR falls off the torso, and other numerous problems.

Anyway.. I have already done several chapters from Essential Lightwave V9
so I can follow any tutorial without a problem.

Where can I get a basic, PUT SHIRT ON A MAN tutorial???????
That's all I need.

04-15-2008, 11:01 AM
Check the LightWave 3D training section on the NT site and do a search here for Cloth and Dynamics and you'll find some threads.

04-15-2008, 04:45 PM
You might want to take a look at my cloth tests here, hope it helps: