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How to use the mCloth of 3DMax? Use of cloth mCloth in 3DMax

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Use of cloth mCloth in 3DMax

Bring up the dynamics toolbar first, and today I will mainly talk about the cloth tools. It can not only produce the effect of cloth, but also simulate the effects of tires, basketball and jelly. Next, we will explain it in detail.

We create a teapot in the scene to test and create a plane. Because it is cloth, we need to set its segment value a little more. If the value is too low, it means that its integrity is not enough. We set the values of the length segment and the width segment to 30.

We can check its segment number display by pressing F4.

We choose the teapot and designate it as a static rigid body.

Let's move the plane we created up, click the button of the cloth and set it as the cloth.

Then we click the operation, and we can see that the plane becomes the material of the cloth.

In the parameter column on the right, we can see the display of mCloth, indicating that the addition is successful. In addition, we can also find mCloth in the modifier list, and click Add.

Then let's learn about the parameters of mCloth: mCloth simulation, force, capture state, physical characteristics of textiles, volume characteristics, intersection, tearing, visualization and advanced.

In the mCloth simulation parameters, by default, the cloth behavior is dynamic. There is also baking here, baking this part alone. Dynamic dragging means that the cloth can be dragged to produce different twisting effects during operation.

Force can be used to add scenes.

Capturing the state means that after a change, we set it as the initial state, so our operation is equivalent to recalculating in the initial state you set, which can save some time and space.

The physical characteristics of textiles are like simulating the parameters of gravity, density, ductility and curvature in our real life.

The volume feature mainly sets the behavior of enabling bubbles, which also means that balloons and other effects can be simulated.

Interaction is the adjustment of some different collision parameters.

In vertex mode, you can tear along some places.

The final visualization and advanced, generally we don't use it very often.

We briefly introduced these parameters just now. Now let's explain the commonly used parameters. Let's set the physical properties of textiles. The gravity ratio is set to 1 and the density is set to 0.0 1. The lower the density, the more breathable the fabric feels.

We set the ductility to 10, but you find that it automatically becomes 1, which means its value is between 0 and 1. Simulate again to see the effect. What's in the red box is the extended effect.

We set the curvature to 10, but you will find that it automatically becomes 1, which means its value is between 0 and 1. Click Simulation to see the effect. As can be seen from the figure, the bending effect is obvious and the crease is obvious.

Let's adjust the constraints and parameters of the rigid body to 0, and then click "Simulation" to see the effect. The final effect is softer.

We re-create a teapot, give it the material of the cloth, and then click Simulation. It looks like this.

Let's adjust the values of "stiffness" and "limit" to 0, and then test again. The whole becomes softer. These parameters help us to adjust the shape of the cloth.

The above is "how to use the cloth mCloth of 3DMax". If you want to learn 3dmax, please click this link: