How to make realistic pants in Blender by using the cloth simulation. No addon required. UV to Mesh geometry-node ↓↓↓ github.com/gugenstudio/UVtoMe... Edge Flow/Set Flow addon ↓↓↓ github.com/BenjaminSauder/Edg...
Thank you, this is awesome! Always loved your cloth tutorials! Still remember the one from about 2018. It seems to be not on the channel anymore, but I repeated it so many times that it is still in memory. The only thing I could not understand was the reason of the trick with poke faces, so thanks for the explanation this time! Very exciting and inspiring tutorial!
was that tutorial on the shirt? i cant seem to figure out how to do the shirt with all the details like buttons, collar, those things at the end of the sleeve, etc
One of the best tutorials I have seen on how to design and simulate clothes in Blender without addons. I followed your tutorial and did the entire process 4 times with increasingly better results. The process is definitely not quick between iterations; the one part of the process I would like to see more efficiency is after the UV to Geo step, is somehow automating transforming and rotating the flat cloth parts around the collision body without manually doing so every time. I don't mind creating the sewing lines as it's like a puzzle for me!
Hey! Using the geometry nodes and setting the factor to 1 will change the mesh size to 0 instead of flattening it in 4.1 Edit: I figured out. In the modifier tab you can switch between an attribute or a single value by pressing the plus-like button near the UV map.
I believe because you used a certain number in unquadrify it cause the eeflow to rotate. Most times when you use uneven number or even, cant remember which one, it will eventually go back to the coorect flow.
They're saying that when you poke the faces, then run tris-to-quads, it's changing the directional flow of your topology and that at enough iterations you'd have your original flow. Although I just glanced, that seemed to be the intention; not sure they understood.@@MaxPuliero
Really greaten tutorial, Made me redo some sim for a character I'm sculpting. I followed this guide and simulated some cargo pants with pockets on the sides and back; What would be you method of connecting pockets to the main pants of a shirt, because currently the pockets are connected to the main fabric geo which is creating 3 edges connect to a vertex. From look a refs I could just delete the geo in the pockets so it's like an extrusion to make it 2 edges connected to a vertex.
I didnt understand why you first make it flat with the geometry node sstup and then out it back. Is that because you want it to wrap around using thr cloth physic. Same as how marvelos design does it? Ps i think i remember an addon which does the same, that was before geometry nodes. I believe it usrs the iv map to make the mesh flat
@@MaxPuliero so basically the same or is GN faster. Guess so, ive not gone onto that road yet. Still feels to impressive and bends to wards math skills
13:41 i dont understand how u added the geometry node onto the model (like i dont know how u were able to search for it in blender) when i drag and drop it on the model it wants to open another instance instead of applying the node onto my pants model EDIT: i found the solution :) all i had to do was create a new assets folder ( \Documents\Blender\Assets ) then place the .blend file in there and it showed up in the assets library
wow, thats complicated.. No one seems to adress the part of closing the sewing lines in any tutorial ive watched. When using pants like this in animation, the sewing lines will split open. How do you close them? I always have the problem of overlapping geometry and literally thousands of verts. All by hand?
ok, thanks a lot, that somehow worked, but i had to edge select and use amount of faces around an edge and then merge by distance, but that worked.. didnt know about shift g. thanks for the tip.@@MaxPuliero
@@MaxPuliero I think should be said that your method actually allows you to quickly concept out the pattern, where as MD would require you to learn or get a bunch of patterns beforehand. I'm not a seamstress so this is infinitely more intuitive for a 3d guy 😂 Amazing workflow, probably best one i've seen so far for blender cloth and sew sim! Edit: if you had access to MD I'm wondering if it might be possible to just export the first bake in and simulate/adjust more folds in MD 🤔
Man what MAX did is really good ..............but seriously you say wrinkles is better than MD? sim is faster then MD?................a pant like that inside MD is calculated in a second. btw, points of wiev..........what i see is the MAX's sukiru (スキル) (the skill).
Why didn't you just copy the whole mesh from the waist down and make it into a separate selection? Then you only need to make a few adjustments here an there after that.
"Since cloth simulation is not interactive ..." Well I guess that means going back to Marvelous Designer or staying with Maya. So Blender is NOT good at everything!!!!!