The Clothilde plugin is part of the MOCCA 2 module. Of all the new
features in R9, cloth simulation is the one that really stands
out for me. I don't care if I ever put a dress on a single model,
playing with cloth is just COOL! Sadly, if you have just core
R9, you don't have Clothilde. For those that don't, I highly recommend
downloading the R9 demo from MAXON if for no other reason than
to play with cloth.
The Clothilde plugin consists of three main parts: cloth tag,
collision tag, and cloth NURBS.
The cloth tag is assigned to a polygon object
that you would like to become cloth. It allows an amazing level
of control over the cloth's dynamic parameters. Real-life attributes
like stiffness, weight, bounce, friction, and ability to stretch
are all configurable. The cloth's environment is configurable
as well. You can set up a nice Northerly breeze to blow your Clothilde
flag around. You can make the breeze a hurricane if you like.
Set a few fixed points and make a nice volleyball net or stage
curtain. You can even use vertex maps to control the attributes
over the length and breadth of the cloth so that the center is
rubber while the edges are stiff.
What is cloth good for if you can't make clothes
you ask? Well, you can and very easily in fact. The cloth tag
includes a dressing tool for taking simple clothing shapes, stitching
them together, and form fitting them to your model. Evening gowns,
t-shirts, jeans and more are all possible and very easy to make.
While I haven't yet mastered it, there is a belt function to help
you make cloth drape properly and stay in place where it should.
Cloth is not
limited to fabric fabrication. It is much too flexible for that.
I've seen Clothilde used to make parachutes, bat wings, tassels,
and even blocks of jello. I would be forgetting myself if I didn't
mention that you can tear the cloth. If you set your cloth up
correctly, it will tear believably once you pull, push, or otherwise
stress the cloth past certain tolerance levels that you set. All
of these things are made possible with the cloth tag.
The cloth collider tag is used to make any polygon
object something for the cloth to collide with. There are few
parameters necessary but it does it's job well. Use this to make
a table top for your linen table cloth to drape over.
The cloth nurbs plugin is a cousin to the hypernurbs
object. It provides the same on-the-fly subdivision capabilities
but it has been optimized to work with cloth. It can be used to
make a low-poly piece of cloth bend and bunch smoothly. It can
also give cloth thickness. Apart from it's cloth uses, this feature
is also useful or making polygon objects thicker.
The software engineers at MAXON can be proud
of this plugin. It is amazingly fast and can render simple cloth
simulations in real time. The more complex simulations calling
for self-collision testing with higher subdivision levels can
take a little time. For these instances you can record the simulation
in a cloth cache so that it can be played back full speed once
the simulation is complete. And here is a little trick I learned.
If you want to make your cloth simulation permanent, i.e. "bake"
it, look into recording PLA key frames using the Cappucino plugin
that comes with MOCCA.
Click here or on the image to see a short video on how easy it is to dress a model.(4.0mb Flash)
Here is a quick video showing a Clothilde parachute in action.
Press the Play button to view animation