I'm trying to make curtain using the cloth modifier. After setting up using groups, nodes then simulate to animation for the curtain to fold, I can successfully make the curtain but then the file gets corrupted where the undos stop and things start acting corky. I've tried merging objects into a fresh scene, made the curtain over again, and same problem.
i made a clothes hanger, and grouped / assembled the components as one object, in the cloth modifier add object menu, i can't find the hanger, but if i dissembled / ungrouped them to separated parts, it can appear back in the add object.
I'm trying to create a pillow but I can't get the narrow and tight shape with the cloth modifier. I have done exactly as the tutorials that I have followed, but I have done this several of times, but I don't get it like I want it and I'm wondering if I have missed something or if there are any values that I can change to get the cloth closer to the shape of the pillow? And why is some part of the pillow visible and not inside the cloth?
Just recently learned how to use the cloth modifier. It is awesome. It has worked pretty well, but one problem, I see little squares on my cloth after I run the simulation. Sometimes they are just a shade darker than the material, others, they are completely black, so it makes me think it is the squares from the opposite side showing through.
I am using a chamfer box so that my cloth has a thickness to it and a beveled edge. I tried a plane, but I don't like the way it looks, because it isn't thick enough. How to get rid of the squares? (see attachment).
Also, while I'm here, do I have to always sit through 100 frames when I simulate, or can I just hit simulate and have the cloth drop into place on one frame? I am not animating so I don't need the 100 frame span.
My specs are this quad processors, 8 Gb RAM, windows xp64bit, 3ds max 2011
I try to make railings for a scene using the modifier but there is something that does not seem to be correct. The path works fine but the railing does not seem to be straightened. No additional modifiers work above the path so I can not use the FFD or whatever.
How can I make Displace modifier to use objects existing mapping? Because when I apply a new Displace, the modifier makes a new mapping, even if i check "Use Existing Mapping".
See what i mean? I want those "cracks" to follow uv not a displace mapping
I just sat down to use 3Ds Max '12 for the first time today after upgrading from 2010. This will probably be a simple fix, but I can't get any text to cap with the extrude modifier or bevel modifier. It happens with every typeface I've tried. I even tried using the cap holes modifier. Never had this problem with previous version of 3Ds.
I am having an issue when trying to simulate cloth. When I simulate the cloth, the dialog box with the simulation comes up and before it finishes simulating one frame it closes. At the bottom of 3ds Max, it says end solve.
It worked on an earlier version of the same file as I was able to simulate 100 frames.
I am running 3ds Max 2010 on Windows Vista.
Below is a picture of my command panel. Why the simulation box only stays open for half a second?
What I have is an image of cloth, tablecloth to be precise and its all rumpled up...
What I need is to place splats (food stains) all over it, well only one or two... I don't mind if they are separate images or created directly on another layer or whatever is the best way...
The thing i'm stuck with is how to ensure they look like they're really on the cloth and take account of the light, shadow, peaks & troughs the cloth already has in its rumples.
Today I tryed to simulate cloth that was created in 3ds max 2012.While in max 2012 it works fine, in 2014 the cloth pops a few centimeters up. No matter what i tried (reset state, erase simulation, delete the cloth modifier and re apply it) the problem persists.
Along with other problems such as geometry being corrupted (in max 2014), crashes when rendering, and wierd viewport problems, max 2014 has to be THE MOST buggy and problematic release of 3ds max I've ever used.
One long, thin plane linked at 90 degrees to a rotating cylinder to roll the plane up.Cylinder is kinematic, plane is mCloth with a single strip of verts connected to cylinder which rotates.
MassFX works. Bake all produces keyframes as a masterpoint controller on the mCloth modifier, BUT not as standard max keyframes in the planes transform controller...making it pretty unusable.Sometimes, bake all will end with an "unknown exception". After that, Max transforms are unstable - Moving an object with mouse is unpredictable until a restart.
Repeatable on both Windows XP and Windows 7 - Max 2013 32 and 64
Other features of MASSFX work eg standard rigid bodies etc - seems to relate only to clothOtherwise, any way of rolling up a cloth ribbon that is FIXED at both ends on to a cylinder, I may offer a prize!
I have two "banners" created from a plane with a cloth modifier on each. One banner is in front of the other. I want the one in front to drop first. After it drops and is waving around a little...setting down...I want the second banner to drop. Because they are close to each other and both waving a bit, they will hit each other.
How can I have both set to be a cloth object and both set to be collision objects to the other? I thought it was one or the other. (In the cloth object properties)
I need to model a cloth in Maya 2012 as a part of a college assignment. I have attached a jpeg of my pre-production artwork, in it you can see the yellow cloth placed on two wooden planks. At the moment I am modelling the cloth by adjusting the vertices, but find it to be a bit tedious. Is there any other way for me get effective results. Since I am a beginner I would like to know the the different ways a little in detail.
I'm trying to simulate metal deformation. To achieve a realistic metal denting I'm trying to use Cloth. The problem is though, whatever settings I try, my cloth-box collapses from itself. My question is; how can I set cloth up so that it can be as strong as metal, and only deform when I drop an object on it (that's where the denting comes in)?
I have difficulties using Cloth : Some years ago I had less problems with Cloth but my characters were much taller than real characters, 2 or 3 meters high for example. Now, I have decided to use realistic sizes for my characters, hoping it would improve the result with Cloth, but it is the contrary. With my new characters, 1 unit = 1 centimeter and it is almost impossible to have a perfect result. I was wondering if it is possible to move manually some vertices within Cloth after the simulations for correcting the inaccuracies.
I am trying to cloth simulate a window blind. My problem is as follows : The model is made up of several pieces.
1. the curtain / blind 2. a hard button near the bottom 3. a cord attached to the button 4. a wooden know at the bottom of the cord 5 then finally tassled material
So i want the blind to move like cloth blowing in the wind ( fine no problem i can do that ! ) but the hard button must be hard surface and follow the mesh position of the blind - PROBLEM
Then the cord attached to the button must be cloth dynamic to flap about and then the knob on the bottom hard surface attached to this cord and then the tassels must be cloth.
The only way i can think of to do this without merging the seperate geometry is to simulate the curtain then cash this, the attach the button to a cluster on the curtain, then do the sim on the cord, then cluster attach the knob the cloth the tassels.
I recently have obtain Autocad so I am new at this, I used another CAD package.
My question: I have surveyed a plot of land, and have exported it out as a 3d plan drawing. Drawn and tided it up. because its been exported as 3d it has levels on all the points mark and lines. What I now need is to know how to put a mesh or I would say a table cloth over the drawing so that you can visibly see the contours of the land.
I need to create an animation of a cloth banner attached to a wall. The bottom of the banner will be either held up, or rolled up. Then I want it to be released, revealing what is on the banner.
Are there any tutorials showing how to set up cloth using physX?
I'm currently attempted to simulate a piece of clothing, however, everytime I hit the simulate button it straight up disappears without warning and it's gone until I "Reset" its state again. I don't know what to do. It's currently set up at default settings with a plane as the collision and the piece of clothing as the cloth.