19.0
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 Cinema4D main menu – since the front a back side of the shirt should still have been selected,
this can save you time.