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motionlessly. Finally, you need to be prepared to bake full-quality simulations for every animated sequence in-
volving the cloth if necessary, which can be resource intensive. But in many cases it's not necessary.
Anotherquestioniswhethertousethesoftbodysimulatorasistoprovidetheanimationoftheclothitselfor
touseitasamodeling aid.Inthecaseofabillowing, flowingdress,youwouldprobablyusetheanimation data
directly from the soft body simulation, subject to force fields. This can be difficult to work with because the
animation cannot really be controlled directly. In other cases, such as stiff boots or tight, form-fitting clothing,
any kind of cloth simulation is probably inappropriate.
The most common kind of clothing resides somewhere between these two extremes. Most clothing is made
of cloth, after all, and has characteristic wrinkles and perturbations whenever it is worn. However, the perturb-
ations in ordinary-to-tight-fitting clothing do not change drastically in response to a character's movement. The
wrinkles behind the knee in a pair of jeans, for example, do not substantially change their arrangement when a
person's knee bends. You can take advantage of this by using Blender's cloth simulation functionality not as an
animation tool but as a modeling tool. Using cloth simulation you can create a static mesh that can be rigged in
theordinaryway,resultinginhighlyrealisticclothingwithouttheextrachallengesofanimatedclothsimulation.
The following tutorial will show you how to use cloth simulation along with an armature-rigged base body
mesh (in this case just an arm) to create a sleeve. You can extrapolate what you learn here to create the rest of a
shirt or any other piece of clothing.
In order to follow the steps you'll need to prepare a bit. If you don't want to model and rig the base mesh
and armature yourself, you can append the group Arm_Rig from the file arm_sleeve.blend found on the
website that accompanies this topic. If you are comfortable with basic mesh modeling and rigging and would
prefer to model and rig the starting point yourself, refer to Figure 5-29 for the topology used.
Figure 5-29 Three views of an arm model
Your model doesn't need to be identical, but it should be a nicely modeled arm that will deform well. Note
that the polygons are fairly uniform in their size and proportions. The armature used is shown in Figure 5-30 .
ParentthemeshtothearmatureandselectCreateFromBoneHeat,asshownin Figure5-31 . Thearmshould
deform nicely, as shown in Figure 5-32 .
 
 
 
 
 
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