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Table Of Contents
88 Cloth
The shirt needs to be subdivided a little more so you can deform it better later. Switch to Use Polygon Tool
mode and select the polygons on the front and back side of the shirt. Select Mesh/Commands/Subdivide from
the main menu. Make sure you don’t subdivide the polygons on the side (the ones created by the bridge tool).
OK, it doesn’t really look like a T-shirt yet, it looks more like a box with sleeves. But don’t worry, we’re going to
change that right now. The Cloth engine is very easy to use. Most functions are contained in one tag, the Cloth
Tag. It will be assigned to the object, which will then be turned to cloth!
Right-click on the shirt and select Simulation Tags/Cloth. The Cloth engine’s properties will appear in the
Attribute Manager.
If the cloth object is to collide with another object, as is the case with the T-shirt and the body, the other object
must be assigned a collision tag. Select the character’s body (polygon object Body) in the Object Manager with
the right mouse button. Select Simulation Tags/Cloth Collider.
Now the T-shirt knows that is should not pass through the character. It’s about time that we gave the shirt its
proper shape. Select the cloth tag and switch to the Dresser tab.
In the dresser tab you will find everything you need to make clothes fit. The other tabs deal with the cloth’s
behavior. Select Set next to Dress State. This is like a security measure. We can recall the shirt’s initial state
in case we don’t like the position of the shirt or if we want to add a breast pocket, for example. Switch to Use
Polygon Tool mode and select the polygons on the sides (the ones created by the bridge tool). Alternatively
you can select Select/Invert in the Selection in the CINEMA 4D main menu - since the front a back side of the
shirt should still have been selected, this can save you time.