Modeling Clothes

模特服装

The first part of modeling a garment starts with creating a Polygon object (Create / Primitive / Empty Polygon). This object will allow you to create polygons anywhere in the scene. Remember that the cloth engine will handle the draping and simulation process. All that needs to be created is the geometry for the cloth engine to drape. So a rough box model of the garment is all that is needed.

服装建模的第一步是创建一个多边形对象(Create/Primitive/Empty Polygon)。这个对象将允许你在场景中的任何地方创建多边形。记住,布料引擎将处理悬垂和模拟过程。所有需要创建的是几何布发动机的悬垂。因此,一个粗糙的箱子模型的服装是所有需要的。

Use the Create Polygon Tool (Mesh / Polygon Pen) to create this box model of the garment. Being that Cinema 4D now supports n-gons, quickly draw out the front plane of the garment. Using Plane Cut (Mesh/Cut), distribute cuts evenly throughout the garment, trying to keep as many quadrangles as possible in preference to triangles.

使用创建多边形工具(网格/多边形笔)创建这个盒子模型的服装。由于Cinema 4D 现在支持 n-gons,迅速拉出服装的前平面。使用平面裁剪(网格/裁剪) ,将裁剪均匀地分布在整个服装上,尽量保留尽可能多的四边形而不是三角形。

Before using the Knife tool to cut the garment (left) and after (right). Create quadrangles in preference to triangles.

在使用刀具切割服装之前(左)和之后(右)。创建四边形优先于三角形。

After the front plane of the garment is modeled, make sure all of the polygons are selected and use the Clone function (Mesh / Clone / Clone). This will mirror the geometry to create the back plane of the garment. Usually, using a Clone value of 1 and 180-degree rotation around the Y axis works for this situation. Select the edges where the garment will need to be seamed together. Remember to exclude the edges where the garment will fit around the character: collar, sleeves, and bottom of the shirt.

在服装前平面建模之后,确保所有的多边形都被选中,并使用克隆函数(Mesh/Clone/Clone)。这将反映几何形状,以创建服装的背面。通常,使用围绕 y 轴旋转1和180度的克隆值就可以解决这个问题。选择衣服需要缝合的边缘。记住要排除衣服周围适合字符的边缘: 衣领、袖子和衬衫底部。

Select the edges where the garment will need to be seamed together. Remember to exclude the edges where the garment will fit around the character: collar, sleeves, and bottom of the shirt.

选择衣服需要缝合的边缘。记住要排除衣服周围适合字符的边缘: 衣领、袖子和衬衫底部。

Now the seams need to be created between these two planes. Use the Stitch and Sew tool to create the geometry for the seams. Holding the Shift modifier for this tool will add geometry as opposed to merging the edges, which is needed for the seams.

现在需要在这两个平面之间创建接缝。使用缝合和缝纫工具创建接缝的几何形状。保持这个工具的转移力场将添加几何相对于合并的边缘,这是缝所需要的。

Use Cinema 4D’s Stitch and Sew tool to create the seams.

使用C4D 的针和缝工具来创建接缝。

Keep the polygons of the front and back planes selected. It is at this point that you will want to subdivide the garment (Mesh / Commands / Subdivide). A value of 3 subdivisions will usually suffice. Invert the selection so that the geometry of the seam is selected (Select / Invert).

保持多边形的前面和后面的飞机选择。在这一点上,您将需要对服装进行细分(Mesh/Commands/Subdivide)。一个3个细分值通常就足够了。反向选择,以便选择接缝的几何形状(选择/反向)。

At this point, a Cloth tag can be applied to the garment to drape the geometry onto the character. Using the functions on the Dresser tab, such as Set Seam Polys and Dress-O-Matic, will perform this draping process. Prior to doing this you will also want to apply a Collider tag on the geometry of the character; otherwise, the Cloth engine will not know what to drape the geometry onto.

在这一点上,布标签可以适用于服装悬垂的几何到字符。使用 Dresser 标签上的功能,例如 Set Seam Polys 和 Dress-O-Matic,将执行这个悬垂过程。在这样做之前,你也要应用一个碰撞器标签的几何形状的字符; 否则,布引擎将不知道什么将几何形状上。

Before using the functions on the Dresser tab to drape the garment onto the character (left) and after (right).

在使用 Dresser 选项卡上的函数将服装悬垂到字符(左)和后(右)之前。

Note: 注意:
Keep in mind that Cloth is as much a modeling tool as it is an animation tool. At any point in time the Cloth tag can be deleted and the cloth can be treated as regular geometry. Even deleting the Cloth tag and modeling areas like collars at a later time is still possible. Then just re-apply a Cloth tag to the new model and start the simulation from there. 请记住,布是一个建模工具,因为它是一个动画工具。在任何时间点布料标签可以删除,布料可以被视为规则的几何形状。甚至删除布标签和建模领域,如衣领在以后的时间仍然是可能的。然后只需要重新应用一个 Cloth 标签到新的模型,并从那里开始模拟

Procedures for Animation

动画制作程序

As the screen shots show, it is best to drape a garment while a character is in the T-pose. But an animation never has a character start in the T-pose. The trick here is to animate the character from the T-pose at a negative frame, usually –10 but this depends on the extremity of the start pose.

正如屏幕截图显示的那样,当角色处于 t 型姿势时,最好将衣服悬垂起来。但是一个动画从来没有一个字符开始在 t 型姿势。这里的技巧是在一个负面的框架中动画角色从 t 型姿势,通常是 -10,但这取决于开始姿势的极限。

On the Tag Properties tab of the Cloth tag, you can disable the Auto option and manually specify from Frame –10 to Frame 0. Once the simulation gets to Frame 0 you can define that as the new Initial State and the simulation will be able to start calculating the garment from that state.

在 Cloth 标签的 Tag Properties 选项卡上,您可以禁用 Auto 选项,并手动指定从 Frame-10到 Frame 0。一旦模拟到了 Frame 0,你就可以将其定义为新的初始状态,模拟就可以从这个状态开始计算服装。

It’s best to drape a garment while the character is in the T-pose (left). Naturally, you will want to start the animation from a different pose (right). The trick here is to record the T- pose before frame 0, such as at frame -10.

当角色处于 t 型姿势(左)时,最好将衣服悬垂起来。当然,你会希望从一个不同的姿势开始动画(右)。这里的诀窍是在第0帧之前记录 t 型姿势,例如在第10帧。

Remember that if the starting pose is really extreme, you can belt (Belt tag) all the points of the garment during the simulation. Once the cloth object is in place, you can remove the belted points and set the Initial State of the garment.

记住,如果开始的姿势是真正的极端,你可以带(腰带标签)的所有点服装在模拟。一旦布料对象到位,您可以删除带点和设置初始状态的服装。