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Fur Sim on Cloth Sim


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I'm trying to make a fur coat animation.

since the 'post draped' folds in the cloth prevent a clean application of a hair groom onto the static T pose, what is the correct approach to attribute painting onto a draped cloth?

any advice would be most welcome. currently the trim I have around the sleeves and neck is kind of a mess and when animated I'm in a world of clipping and flickering artifacts 

cheers!

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Edited by Shy1
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  • 3 months later...

You will want to create a sim mesh for the cloth, simulate the cloth, and then bind the "hero" cloth by the simulation cloth (can use a point deform or momme's wrap deformer). Next up Is to attach the sim guides to the cached and deformed "hero" cloth. Once this is finished then you can deform the final groom by the guides and you should be good to go.  I can see about throwing together a basic example for you if that does not track. 

 

To answer the draped question, In most studios they are not draping(via a simulation) the cloth before adding in fur but you can if you want. Ultimately you will need to make pre-roll/transition animation from the character A/T pose to the start frame of animation for the sims to be stable anyway but you can do a drape in the A/T to make it look better.

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On 10/21/2024 at 4:41 PM, ageds said:

You will want to create a sim mesh for the cloth, simulate the cloth, and then bind the "hero" cloth by the simulation cloth (can use a point deform or momme's wrap deformer). Next up Is to attach the sim guides to the cached and deformed "hero" cloth. Once this is finished then you can deform the final groom by the guides and you should be good to go.  I can see about throwing together a basic example for you if that does not track. 

 

To answer the draped question, In most studios they are not draping(via a simulation) the cloth before adding in fur but you can if you want. Ultimately you will need to make pre-roll/transition animation from the character A/T pose to the start frame of animation for the sims to be stable anyway but you can do a drape in the A/T to make it look better.

hey aged, an example if you have time would be so helpful. I've seen surely all available tutorials on hair/fur simulation but not found anything describing the process for fur on animated cloth. 

re. "sim mesh" vrs "hero mesh" I'm assuming you mean a low poly proxy point deforming the high poly version yes? sounds sensible for the cloth sim in terms of perfomance but I'm a bit lost on how that helps with then applying the fur/groom etc. perhaps you can elaborate?

in general I suspect the main issue stems from the order I'm doing things in. I might be over complicating or simply doing things the wrong way round.

I had thought that since the individual planar patches I'm making the clothes from need to be attached together (draped) prior to animating the character, and given I need both a static and animated version of the cloth+charachter prior to adding the fur, that I would need to complete the drape prior to applying fur. 

the problem with this though, is that I end up with a draped coat/hood/etc. with all the natural folds, even in a T pose, which prevent clean painting of the fur on to the surface area. 

but if I apply the fur to the individual planar patch items prior to the drape.. there's no animated mesh to direct the fur sim. so how would I then direct the fur to be animated in the absence of a static + animated cloth mesh? 

hugely appreciate your taking the time here thank you 

 

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