

Cloth has the ability to make multiple groups of constrained vertices for great flexibility. Constraints are a very important and robust part of Cloth. If you wanted to create a pair of pants you would constrain the top portion of the pants to the waist of the character or a curtain can be constrained to a rod. Linking a portion of the fabric to an animated object or attaching to a surface are other common constraints. Cloth can constrain cloth to have extra drag as it flies through the air, or can cause it to be affected by a space warp in the scene. You can constrain fabric in various ways to create different fabric effects during simulations. Or you can round the spinner's value up to 1.0, since pinpoint accuracy is not needed here.

If you want it to behave like a 10-foot x 10-foot bed sheet, you would tell Cloth that 1 3ds Max unit=1 foot.Įxcept as noted at the start of this section, Cloth ignores the 3ds Max System Units Setup (under Customize menu Units Setup System Units Setup). If you want this plane to behave like a 10-inch x 10-inch handkerchief, you would tell Cloth that 1 3ds Max unit=1 inch.

This means that Cloth needs to know the relationship between units in 3ds Max and units in its own world.įor example, suppose you create a plane that is 10 x 10 3ds Max units. Because Cloth deals with real-world physics, it works in real-world units. If the scale is off, then the simulation will be off.

A very large flag behaves differently from a handkerchief. It is important to think about size in doing clothing simulations. If you change the system unit before applying Cloth, the modifier automatically adjusts the cm/unit setting. Attention: The following information is necessary only if you change the system unit after applying the Cloth modifier.
