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Select the top shoulder curves, then the back side panel s curve, followed by the front side panel s curve Choose Cloth | Create Seam Make another seam at the bottom of the arm panel, then along the side of the body The only remaining seams are between the body panel and the arm panel where they join Select a curve that is shared by the main body panel and the left arm panel Choose Cloth | Create Seam Try making a seam on another side as well During this process, you may experience several problems, such as the garment disappearing or the seam twisting This primarily results from opposing normal directions in the garment polygon shells used to create the seam This is more obvious if you select the problematic garments and choose Display | Polygon Components | Normals The surface must have its normals pointed in the opposite way You can correct this by selecting a garment which has its normals turned inward and choose Normals | Reverse Try creating a seam again The seams of the cloth can be adjusted further to have more prominent creases by modifying the Bend Resistence attribute on the Seam Shape node connected to each seam Make sure to delete the cache to see the modification Figure 26-5 shows the garment beginning to form by creating seams between the panels
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The panels are stitched together with the Create Seam command
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Set Up the Garment for Simulation
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Creating and stitching a garment is now complete, so let s set it up for a simulation You will focus on adjusting resolution and the Solver Scale and adding a collision object
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First of all, you may have noticed that the garment appears odd, and that some of the character body parts may be showing through the cracks in the cloth This is because the garment resolution is too low You can increase the resolution by increasing the number in the cpStitcher node s Base Resolution attribute Select all the panels in the Outliner Individual panels have their own cpStitcher node, so you need to select all of them and change the numbers This way, if some part of the cloth requires more details, you can add more to those selected areas From the Channel Box, click cpStitcherx (where x is the number of whichever panel you selected at the end) and increase the Base Resolution to 300 You should now see a cloth that looks more comfortable to wear At this moment, if you see any parts of the garment that appear twisted or misshapen, you need to go back to the previous step and try stitching it in a different way The next thing to adjust is the Solver Scale If you model the character in exactly the size in the Maya unit, you don t need to adjust this However, this model we are using is about 27 cm tall So the cloth on this character will behave like a very small piece of cloth To compensate for this, we can multiply the Solver Scale If we imagined this character is about 170 cm tall, we should multiply the Solver Scale by 63 to make the cloth behave correctly From the Channel Control, click cpSolver1 Unlike cpStitcher, cpSolver is shared by all the cloth Change the Solver Scale attribute to 63 The cloth should behave nicely now Change the Start Frame attribute of spSolver1 to 100 We want the cloth to solve and simulate before the character starts moving forward By the way, a different panel can have a unique cpSolver as well You can create a new solver by choosing Simulation | Solvers | Create Solver Set up the collision object This time, the character s polygon shell body will be a collision object Deactivate the surface selection mask if you haven t done so Turn off the Template mode of the buuklaClean_lowRezGeo layer in the Layer Editor Select the cloth object, SHIFT-select the character s upper-body polygon geometry, and choose Cloth | Create Collision Object The collision object is now set
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