I myself am a beginner, so more competent users of Max ask me to correct me if something is not right. So, create a cube with a chamfer. It will be a mattress on which the blanket falls. It is important to make it realistic in size so that our blanket fabric behaves correctly. Next, create a rectangle-spline in the sizes of the blanket and move it above the mattress, so that there is a gap between them - the distance that the blanket will fly through during the fall ...I will post the renderers, but something I can not do with the screenshots from the program. Who knows how - describe in more detail, please.Next, go to our blanket rectangle. Convert it to an editable spline, select all the vertices and press break to break it, so that during further manipulations our blanket does not lose its shape. We apply the modifier garment maker, the density of the grid can be increased three times - so the fabric will be more flexible, but it's important not to overdo it, or max will hang.
Next, immediately apply the cloth modifier. In the simulation parameters, set the subsample = 5, the self-collision is a checkmark and the value is 1, check the intersection with a check. We go into the properties of the object. Here we indicate that our blanket rectangle is a fabric, the type of fabric can be chosen at your discretion, here we add the object - the mattress and indicate that it will be a solid body (the object of the collision). Offset for the mattress set = 3. Click OK, the window will close. It remains only to run the simulation: Click the local simulation button and our blanket will fall on the bed.It's all half the work behind. Now the most interesting thing is to wrap the corner. The hand that drags this corner will act as an additional object, which we then delete. This may be. An auxiliary dummy object (it is not visible when rendered) or just a small cube. We will place it next to our corner.Now tie the angle to our hand. To do this, select a blanket. Click on the plus sign of the cloth modifier. Sub-items will appear. Go to the sub-group and see one active button "create group." We select the most extreme top of our corner - actually the angle itself, we press "create a group", ca. Let's tie our created group to a dummy. Node button and click on the object with a dummy. On the right in the window, max will write that now our group is attached to the dummy. We exit the Cloth modifier.Create an animation key-click on the key on the bottom panel. The animation bar will turn red. Move the animation slider to 15-20 frames. Select the pacifier and move it upstairs.
We move the animation key to 35-40 frames and move the pacifier to the center of the blanket - where the corner will lieWe move the key for another 55-60 frames and put the pacifier down on the blanket.We'll run through, move our key, see how the dummy moves. Ok, select the blanket, go to the Cloth modifier and click Simulate (simulate). We are waiting, see how the blanket moves.Turn off the animation key, delete the auxiliary object with a dummy, transform the blanket into poly, add the thickness of the shell, smooth and texture. That's all, principle is simple. And who did not understand, I advise you to watch the video lessons of Dmitry Epov on working with fabrics in max, there is a yu-tybu. Deep knowledge they will not give, but what for is necessary and the main sense of the simulation is revealed well. Good luck to all!
Yeah, on a PC CPU: 2x Intel Xeon x5650 4Ghz (12 core 24 thread) RAM: 48 GB DDR3 1600mhz I rendered the 32 hours 😁
In general, simulations of fabric and work with objects having a thickness. But, in practice, almost always, it is a good idea, it is possible to do this thickness then, after the simulation of a flat object. Either manually or automatically in order, in the same Shell. A better first automatically and then adjust that wrong hand😁
That As for the splint, then in fact, the very name of the video is already found the answer. This is done in The Marvelous Designer, , that, in fact, the splint and shows😉
So I tried two methods of simulating the above-described curtain with rings, 1 3d max-soviet cloth, 2 3d max + Marvelous designer, both of these methods can get nice curtains, but there are pros and cons, for example 3d max cloth very slowly calculates the modulation of the fabric In comparison with the marvelous designer, in the marvelous every 5-10 faster! But this is if you put the normal-normal simulation mode in marvelous, if you put the best, then the speed is probably the same as in 3d max? Only now in the modes normal quality of the simulation is no worse than in 3d max, and even better! But in marvelous there is one minus, there can not be generated fabric to be attached to the exported geometry, so that in this case the ringlets on the curtain would move with the fabric, but this can be bypassed by making ringlets of dense fabric and sewing them into place of holes, and then in 3d Maxe just substitute in their place rings made in 3d max. Okay, in short as I did in 3d maxe with cloth, I made two pieces of cloth garmen maker, in one I made holes, sewed it, I did it so that the upper strip of fabric with holes under the rings was firmer in the settings, Real world. Then, using the selection of groups of vertices (points) in the submenu of the cloth modifier, I attached these vertexes to the rings, then the most interesting began, I had to turn the rings myself, so that it would be more like a curtain, of course added a stick on which the blind is hung like a colision object , etc. Vprintsepe not bad, but in real life, the curtains just nadivaetsya and the rings just go behind the curtain and turn as they themselves need, but I do not turn each separately, so the resultSo I did not like Pts, although if it's good to know the cloth, then you can use it to create things, I think to translate help to cloth, if anyone has a translation, please give it =), in 3d max, such a curtain if it hangs above the window and to the bottom It's free to hang out, nothing prevents, you can really make an extruded spline, but of course you can forget about reality.2. 3d max + marvelous designer, this method was preferable to me, it is faster, and more realistic in my opinion, so basic moments like I did such a curtain this way:In 3d max he made a curtain of curtains in his room, exposed it to a new project (so that when we return the curtain the modeled on this cornice it was in the same coordinates in my simulated room), made in 3d max corrugation, A little later I'll tell you why. Then he exported the corrugation and cornice to Marvelous. In marvelous, a strip of holes with a hole was sewn and sewn to the holes of the ring. And then we need just the corrugation to lay our strip with holes so that it can then be put on the cornice.Next we sew to our strip with holes from below a piece of matter of the necessary length, of any shape, I made a square, and we get a curtainWe expose our curtain in 3d max, and there we make the rings made in 3d max to the fake rings made in the marvelouse, and get about like this