Frozen Pattern & Fix Pin

发布于:2024-11-21


Functional Interpretation

The garment morphing feature is available in three different modes:

  • Garment Skinning

  • Simulation

  • Garment Skinning & Simulation Solution Fusion

Garment Skinning

Style3D provides simple auto-masking without inheriting human skin weights.

【Advantages】 Low performance consumption, no mold penetration; more fixed plate form.

【 Disadvantages】 Poor fabric motion realism and detail, joint bends are less effective than traditional brush-weighted masks (simple masks are used). It cannot collide with normally solved fabrics.

【Applicable Scenarios】 Ideal for close-fitting fabrics, slings that come off easily, and a lot of movements.

Simulation

Style3D GPU Flexible Fabric Simulation

【Advantages】 High degree of realism and precision.

【Disadvantages】 High-performance consumption and difficulty to adapt for strenuous movements.

【Applicable Scenarios】 Multi-layered complex garments with skirts and smooth movements without skipping frames.

Garment Skinning & Simulation Solution Fusion

Integration of the use of garment skins with simulation-solving

【Advantages】 It has the advantage that the form of masking is stable and does not wear out the mold; the effect is better than pure masking, and it can collide with the solved plate sheet.

【Disadvantages】 Parameters and operations are complex and less accurate than pure solving.

【Applicable Scenarios】 The same scenario as masking applies to complex garments, garments containing stiff and tight parts, characters with large movements, and fabrics that are easy to shed.

The waistband of the skirt is suitable for the addition of masking to make the movement effect more realistic. Turn on the Garment Skinning & Simulation Solution Fusion.

Hard armor

Straps

1. Frozen Pattern

  1. Garment skinning

Unload the action, keeping the character in the default pose

Click Bind

Configurable parameters (default parameters are generally sufficient)

Parameters

Functionality

Shoulder Width

Used during Bind masking to set the character width (left and right shoulder width)

  • Default value -1, auto-adaptation

    Comment

Comment

Surface Offset

Used in Bind masking to offset along the skin normally.

Tap bind when setting the value, and the frozen plate will expand accordingly at runtime.

  1. Setting up frozen plates

Enter the editing screen by double-clicking on the garment.

Select the plate and check Frozen in Cloth Pieces.

Save in the upper left corner

  1. Setting to Follow the Human Body

Select the frozen garment piece, and enable Enable Attach in ClothPieces. During simulation, the frozen garment piece will follow the movement of the human body (using skinning).

If Enable Attach is not enabled, the frozen garment piece will remain fixed in place during simulation.

  1. Turn on the Simulation

Click to run

2. Fix Pin

  1. Adding Fixed Pins

1.1 Adding fixed pins in SMD: add in Atelier.

SMD data contains information about the added fixed pins, and they can be set to be used after importing into UE.

1.2 Adding fixed pins in the generic mesh: add in DCC.

Draw vertex colors for the fixed pin areas.

When creating clothing assets with generic meshes in UE, set the color channels and values in Fixed Vertex Color Mask to create fixed pins using vertex colors.

  1. Binding Skin

Click Bind and Save after matching the clothing to the human body.

  1. Setting to Follow the Human Body

Select the garment piece with fixed pins added, and enable Enable Attach in ClothPieces. During simulation, the area with fixed pins will follow the movement of the human body (using skinning).

If Enable Attach is not enabled, the area with fixed pins will remain fixed in place during simulation.

  1. Turn on the Simulation

Click to run


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