The Main Parameters
rollout is the first rollout you see on the Modify panel once you
apply the Garment Maker modifier.
This rollout comprises
mostly controls to create and adjust the mesh. The remaining rollouts
are available at the sub-object levels.
Adjusts the relative density
of the mesh (in other words, the number of triangles per unit area).
Possible values range between 0.01 and 10.0. A value of 10.0 creates
a very dense mesh, while 0.01 creates a comparatively low-resolution
For best results, use
the lowest possible density to achieve the desired result. This
speeds up simulation time and overall performance.
- Auto mesh
When on, Garment Maker
updates the mesh automatically if you change the density or add/remove seams.
This setting is active
at all sub-object levels, so it's recommended you leave it on to
see changes as you make them. The only time you might want to turn
off Auto Mesh is while creating the seams at the Curves sub-object level.
Re-meshing can take some time, so you might want to define a number
of seams before re-meshing.
When on along with Auto
mesh, Garment Maker preserves the 3D shape of the object. When off,
if you change the Density value, the panels are flat.
When on, relaxes the default
mesh to produce a smoother result. Default=off.
(The default mesh is
a standard Delaunay triangulation.)
- Mesh It!
Applies a change in the Density
value. If Auto mesh is off when you change the Density value, you
must click the Mesh It! button to apply the change.
TipSometimes in an error
condition Mesh It! will no longer respond. If this happens, go to
the spline level in the modifier stack, and then return to the Garment
- Mesh It and Preserve
Applies a Density change and
also preserves the 3D shape of the object. This lets you change
the density of the cloth or the underlying spline shape after simulating without
having to run the simulation again.
The following setting,
comprising three radio buttons, determines how the cloth panels
are passed up the modifier stack to the Cloth modifier:
- Arranged PanelsWith
this option, the mesh passed up the stack will be have the panels
arranged/bent around the figure as they were placed by the user
in panels sub-object mode.
- Preserved SurfaceWhen
both Auto mesh and Preserve are on, or when you click Mesh It And
Preserve, Garment Maker takes a snapshot of the mesh at the top
of the stack (where Cloth is applied). This snapshot is passed up
the stack when you choose Preserved Surface. This way, if you change
the Density value, the mesh will retain its deformation. Once a
snapshot has been taken, at the Panel sub-object level, the panels
will have the Use Preserved check box on. This means you can move
the panels around while maintaining their deformation. Also note
that once a snapshot has been taken, Garment Maker automatically
chooses the Preserved Surface option.
- Flat PanelsDisplays
all the panels as flat surfaces. This mode defines the texture coordinates
of the garment vertices. With this output mode active, you can adjust
texture coordinates at the Panel sub-object level by moving and
rotating the panels.
- Stretch Map Coords
When on, the UV coordinates
are based on the square bounding rectangle whose edge is the longer
edge of the actual bounding box, and so have an aspect ratio of
1:1. When off, the UV coordinates do not maintain a 1:1 apect ratio
but use the actual bounding box.
Left: Stretch Map Coords on
Right: Stretch Map
Use these controls to
specify locations for each panel on the figure to be clothed
Click this button, labeled “None”
by default, and then click the object, or figure, to which the clothing
is to be applied. Typically this is a character model. Thereafter, the
name of the object appears on the button.
- Mark Points on Figure
After specifying a figure using
the “None” button (see preceding), use this control to specify locations
on the figure for automatically positioning panels in the garment.
When you click Mark Points
On Figure, this character outline appears in the corner of each
The character outline
lets you mark points for positioning panels.
As each point highlights
in red, click the corresponding location on your figure. When you
do so, an axis tripod appears on the object surface and the next
point on the outline highlights. During this process you can manipulate
the viewport as usual, zooming, panning, and rotating freely. You
can continue clicking points as long as you like; to stop, right-click
in the viewport, or turn the button off.
NoteIf you return to
marking points later, 3ds Max starts again where you left off
The points highlight
in this order:
- Upper Chest
- Right shoulder
- Left shoulder
- Right hand
- Left hand
After setting the points,
you can use the
Panel Position and
at the Panels sub-object level to place the panels automatically.