I have figured out a few tips and tricks that may help with a few if not most of the problems we all seem to be facing. I think most of the issue is these aren't clothes patterns. I've had some amazing success downloading reference images for clothing patterns and duplicating the cutouts, they seems to fold and simulate better. I'm assuming this is how the people at blender intended it . If you use the same plane for each side of the pattern and scale that to fit without deleting any geometry your sides should mesh up as it has the same amount of verts.
When it comes to sealing the gaps, solidifying the mesh, stretching the clothes out a little bit, and bringing up the number of quality steps has helped me the most. But before all that, make sure you have enough geometry. I still struggle when my character moves to an extreme position, and with where the seams intersect. A diamond shaped hole is created, and there's gotta be a way to fix that. I'm not the first to say it but, just modeling out your clothes from a-z before applying the simulation is probably the best way.
To anyone whose cloth is not sticking to the model and does anything else, try these steps: 1. Make sure that your character is having a collision and have a friction value of around 25 (I've set it to max, i e. 80, it works for me that way!) 2. Turn on Sewing. 3. Set the Collision on Cloth Physics. 4. Enable Self Collision. Bonus Tip: Check the Edges, Vertices and Faces closely with wireframe mode on/off as it might be possible that you may have removed some by mistake. Recreate the mesh from start and try not to mess-up again on this point.
Cloth sims work better on bigger models (I.e., actual size 10m high or more) scaled at 1 9i.e., scale applied). The settings he toggles are also key to the sim working but definitely trial and error. Process could be way better but once you get it, not so bad but is tedious.
How do you sim for ironed pants/trousers to get that ironed edge during sewing, and how do you maintain that edge on an animated character with a running sim after everything has been snuggly set up?
@@r3d678 I've never been able to use those, or at least get satisfactory results. Basically all tutorials dealing with clothsim approach tend to go for this "snuggly fit with no definition" method, like t-shirts or basic dresses. No billows, sharp edges, or multicloth stuff going on. R3D like the software or just completely random? Have some fancy memories with that one :D
how you made at 11:15 how did you made the mirrored object a mesh ?? how to hide the mirror modifier so we could deal with the mirrored mesh and make changes into it?
To anyone whose cloth is not sticking to the model and does anything else, try these steps: 1. Make sure that your character is having a collision and have a friction value of around 25. 2. Turn on Sewing. 3. Set the Collision on Cloth Physics. 4. Enable Self Collision. Bonus Tip: Check the Edges, Vertices and Faces closely with wireframe mode on/off as it might be possible that you may have removed some by mistake. Recreate the mesh from start and try not to mess-up again on this point.
I've watched 4 or 5 of his videos on this subject now, and while I've learned a few things and feel like I have a solid grasp on what's going on, it really is genuinely easier to just model the clothes the traditional way and THEN apply the cloth simulator after the fact. It works just as well as this, but without all the headaches of seams not closing, and all the other issues that come up with this method.
I'm no professional but how i'd do it is open a new file, import the character model and remove the animation. I'd then make the clothes, apply it and make it finished and the i'd import the clothes to the .blend files with the animation and parent the armature to the clothes, weight paint and all that and i think that would work. I'm not sure if there's an easier way using the Data Transfer modifier although i've never actually done that myself. Hope this helps
16:28 how would you do that? The stuff in edit mode I imagine, would be just playing around with the vertices and adding faces maybe. But how would you re-run the cloth simulation? Simply apply another cloth modifier with the same settings?
Hello. Bumped into your channel and like what i see . I am a game designer and use blender ro create my models before transferring them to unreal/unity engines. I noticed you used physics and collisions and was wondering if these options are tranferable into these engines. Thanks
@@vasili1207 Thanks! I've found a different way: 1. Pause the timeline as per your preference on how the cloth is looking. 2. Left click once on the cloth to select it. 3. Go to Object button at the top. 4. Scroll down roughly at the bottom of the context menu and click Convert. 5. Choose "Mesh" option here. Done! Changing frames on the timeline won't deform/simulate the cloth afterwards. It'll be a static mesh then. We can do whatever we want after that! 🤟😏
Anyone having issues with the pants falling down, the below helped me (from a deleted user on Reddit): ""In order of likeliness Check if there is thread on top of hips. Increase sewing speed Friction of fabric too low Hips are not wide enough. Too sexy to have pants on.
I was spent many times to watch yours, just wonder you never show the final from 3D to 2D , on the flat of the pattern to made a pant or dress, I just feel you made so fun from your voice,, is this Blender software really can made a flat garment pattern? is there any way I can find out? Thank you
I'm new to Blender so I don't know how to do it. But I know people use Blender to get their cloth designs into the game the Sims, that needs the 2d files so it must be able to generate the 2d files.
hi i dont know whats your problem. maybe your just a liar or something, when i do this in blender it turns into a polygon singularity, the cloth gets attracted to the blackhole at the center of the galaxy. not like i had any hope in this open source piece of garbage software, but i tried making the cloth from scratch as you did. whats even better is by default the collision offset around every object is like 10cm, and you seem to have none of that. sewing lines make the cloth shrink to a black hole. disabled gravity like it would work miraculously, it is just the same, except the cloth doesnt fall vertically. i dont know what these guys at blender foundation are paid for, they should simply stop computer graphics career.
Wow, I understand your frustration, but you're focusing it the wrong way entirely. For one thing, none of the problems you're having have anything to do with the software itself, Blender is extremely versatile and powerful, and is used by professional modelers and animators every day. The issue with following tutorials like this is that the setting properties he uses will always ALWAYS vary from yours, and he even said this in the video. Every single property, from the distance to the friction to the gravity has a significant impact on the final result. That has nothing to do with Blender, that's the way it is in EVERY 3D program, including Maya, which has been used by companies like Disney and Pixar for over 25 years. The point is, all of this is difficult stuff, and it's ok for things to go wrong, because they go wrong for all of us. It's not your fault, but it's also not the software's fault, it's just a fact of modeling in general. Things like this can and will happen all the time, even if you're a professional. All that can be said is that with experience, those issues become a bit less common, but they still pop up from time to time. Physics simulations are one of the most complex subjects you'll ever face in modeling. My point is you shouldn't get too upset if this trips you up now, because it did the same to all of us at some point. But if and when you master this, you can do anything.
I have figured out a few tips and tricks that may help with a few if not most of the problems we all seem to be facing. I think most of the issue is these aren't clothes patterns. I've had some amazing success downloading reference images for clothing patterns and duplicating the cutouts, they seems to fold and simulate better. I'm assuming this is how the people at blender intended it
.
If you use the same plane for each side of the pattern and scale that to fit without deleting any geometry your sides should mesh up as it has the same amount of verts.
This is indeed an amazing tutorial. I learned alot from this. I am taking notes as we speak. Thanks for this.
When it comes to sealing the gaps, solidifying the mesh, stretching the clothes out a little bit, and bringing up the number of quality steps has helped me the most. But before all that, make sure you have enough geometry.
I still struggle when my character moves to an extreme position, and with where the seams intersect. A diamond shaped hole is created, and there's gotta be a way to fix that.
I'm not the first to say it but, just modeling out your clothes from a-z before applying the simulation is probably the best way.
I feel it difficult to 3d print this
To anyone whose cloth is not sticking to the model and does anything else, try these steps:
1. Make sure that your character is having a collision and have a friction value of around 25 (I've set it to max, i e. 80, it works for me that way!)
2. Turn on Sewing.
3. Set the Collision on Cloth Physics.
4. Enable Self Collision.
Bonus Tip: Check the Edges, Vertices and Faces closely with wireframe mode on/off as it might be possible that you may have removed some by mistake. Recreate the mesh from start and try not to mess-up again on this point.
bro its still not working, can i message u somewhere and show you the problem im facing?
Thank you so much! You're a massive help! 🔥
WAIT
THIS VIDEO
IS RECENT???
BLESSED
It was super simple I spent two days trying to sew without extruding and I could simply bridge edge loops!!
I am watching the third tutorial on clothes from you, doing everything step by step, but still the model of clothes flies into space.
Apply your scales and rotations
Same here.
Cloth sims work better on bigger models (I.e., actual size 10m high or more) scaled at 1 9i.e., scale applied). The settings he toggles are also key to the sim working but definitely trial and error. Process could be way better but once you get it, not so bad but is tedious.
How do you sim for ironed pants/trousers to get that ironed edge during sewing, and how do you maintain that edge on an animated character with a running sim after everything has been snuggly set up?
vertex groups
@@r3d678 I've never been able to use those, or at least get satisfactory results. Basically all tutorials dealing with clothsim approach tend to go for this "snuggly fit with no definition" method, like t-shirts or basic dresses. No billows, sharp edges, or multicloth stuff going on. R3D like the software or just completely random? Have some fancy memories with that one :D
How to add side pocket and mor advanced items
how you made at 11:15 how did you made the mirrored object a mesh ?? how to hide the mirror modifier so we could deal with the mirrored mesh and make changes into it?
Everytime I try it, all fall in together to a mess., idk why I followed all steps from your videos, is there anything I need to enable extra ?
To anyone whose cloth is not sticking to the model and does anything else, try these steps:
1. Make sure that your character is having a collision and have a friction value of around 25.
2. Turn on Sewing.
3. Set the Collision on Cloth Physics.
4. Enable Self Collision.
Bonus Tip: Check the Edges, Vertices and Faces closely with wireframe mode on/off as it might be possible that you may have removed some by mistake. Recreate the mesh from start and try not to mess-up again on this point.
Sometimes you gotta keep testing everything
Looks like modeling pants over body in a traditional way would've been more practical
I've watched 4 or 5 of his videos on this subject now, and while I've learned a few things and feel like I have a solid grasp on what's going on, it really is genuinely easier to just model the clothes the traditional way and THEN apply the cloth simulator after the fact. It works just as well as this, but without all the headaches of seams not closing, and all the other issues that come up with this method.
In this case, kinda. But if you want to make a skin tight suit, you gotta have the wrinkles ruffle in the wind to make it look even more realistic
Fill holes. Press F3. Type "fill holes" and press it, it fills the holes
Is there an addon that allows this? It doesn't show anything by default
What If the character is animated? Should i create some Pin groups or Parent it with the base Mesh?
I'm no professional but how i'd do it is open a new file, import the character model and remove the animation. I'd then make the clothes, apply it and make it finished and the i'd import the clothes to the .blend files with the animation and parent the armature to the clothes, weight paint and all that and i think that would work. I'm not sure if there's an easier way using the Data Transfer modifier although i've never actually done that myself.
Hope this helps
Nice tutorial. I learn blender too but my cloth glitches 🙈
❤❤❤
16:28 how would you do that? The stuff in edit mode I imagine, would be just playing around with the vertices and adding faces maybe. But how would you re-run the cloth simulation? Simply apply another cloth modifier with the same settings?
Thanks for this
thanks
still struggle with this technique
fuckin awesome dude
Hello. Bumped into your channel and like what i see . I am a game designer and use blender ro create my models before transferring them to unreal/unity engines. I noticed you used physics and collisions and was wondering if these options are tranferable into these engines. Thanks
You could probably apply the changes. That turns it into the actual mesh
So the clothes have to be flat for the simulation?
how would you do this for animation?
Thanks! It helps! I have got a question though; how to make a mesh out of the cloth? I have heard that baking physics is something that helps?
pause on the frame you want export only selected it will grab that frame as a obj or fbx.... dirty but it works
@@vasili1207 Thanks! I've found a different way:
1. Pause the timeline as per your preference on how the cloth is looking.
2. Left click once on the cloth to select it.
3. Go to Object button at the top.
4. Scroll down roughly at the bottom of the context menu and click Convert.
5. Choose "Mesh" option here.
Done!
Changing frames on the timeline won't deform/simulate the cloth afterwards. It'll be a static mesh then. We can do whatever we want after that! 🤟😏
11:34 save
You saved my time too
WHY DO MY PANTS KEEP FALLING OFF
easy simple effactive
i am facing a problem cloth is going into the body.
Every time i do thhis the frames drop loads
Very new to blender so to make the wrinkles id just go into sculpting mode? Are there any other ways to do this?
You could always paint a bump map and you will see wrinkles in the rendered view, however sculpting is an option. Do it with the multi-res though
Could you make a tutorial 'bout makin' underwear/swimsuit in Blender - if you already haven't...
NOTHING HAPPEN
Anyone having issues with the pants falling down, the below helped me (from a deleted user on Reddit):
""In order of likeliness
Check if there is thread on top of hips. Increase sewing speed Friction of fabric too low Hips are not wide enough. Too sexy to have pants on.
I dont understand
my clothes alway fall when i press cloth physics....u dont explain very well
I was spent many times to watch yours, just wonder you never show the final from 3D to 2D , on the flat of the pattern to made a pant or dress, I just feel you made so fun from your voice,, is this Blender software really can made a flat garment pattern? is there any way I can find out? Thank you
I'm new to Blender so I don't know how to do it. But I know people use Blender to get their cloth designs into the game the Sims, that needs the 2d files so it must be able to generate the 2d files.
what the hell, my pants don't stick to the body, they fall straight down😳
My pants vanish when I add the cloth physics Edit: Oh I found out why
no woking
how do i sew without the animation!!!!!!!!!
Look at Blender trying to compete with Marvelous Designer! lol
I prefer MD over Blender any day(as far as cloth goes), but still interesting to show how to use it, and to be fair, it is getting better [slowly].
How much is marvolus ? Yeah .... it's got its own market.
First?
hi i dont know whats your problem. maybe your just a liar or something, when i do this in blender it turns into a polygon singularity, the cloth gets attracted to the blackhole at the center of the galaxy. not like i had any hope in this open source piece of garbage software, but i tried making the cloth from scratch as you did. whats even better is by default the collision offset around every object is like 10cm, and you seem to have none of that. sewing lines make the cloth shrink to a black hole. disabled gravity like it would work miraculously, it is just the same, except the cloth doesnt fall vertically. i dont know what these guys at blender foundation are paid for, they should simply stop computer graphics career.
Wow, I understand your frustration, but you're focusing it the wrong way entirely. For one thing, none of the problems you're having have anything to do with the software itself, Blender is extremely versatile and powerful, and is used by professional modelers and animators every day. The issue with following tutorials like this is that the setting properties he uses will always ALWAYS vary from yours, and he even said this in the video. Every single property, from the distance to the friction to the gravity has a significant impact on the final result. That has nothing to do with Blender, that's the way it is in EVERY 3D program, including Maya, which has been used by companies like Disney and Pixar for over 25 years. The point is, all of this is difficult stuff, and it's ok for things to go wrong, because they go wrong for all of us. It's not your fault, but it's also not the software's fault, it's just a fact of modeling in general. Things like this can and will happen all the time, even if you're a professional. All that can be said is that with experience, those issues become a bit less common, but they still pop up from time to time.
Physics simulations are one of the most complex subjects you'll ever face in modeling. My point is you shouldn't get too upset if this trips you up now, because it did the same to all of us at some point. But if and when you master this, you can do anything.