Constraint Parameters group
If the currently highlighted
group is unassigned (that is, not a constraint), then controls in
this group are not available.
When on, enables the constraint
specified for the current group in the group list on the Group rollout,
using remaining settings in this group box.
Sets the constraint type to
soft. A soft constraint uses springs between vertices. When off,
the constraint is hard or rigid. The constraint types Node, Surface, Preserve,
Drag, and SimNode can be hard or soft. Cloth, Group, and Forcefield
constraints are always soft.
Uses a Material ID to attach
the group to an object. This option applies only to Surface and
Cloth constraints. If, when the constraint is created or initialized,
the cloth vertices are not over a triangle, then the constraint
will be created to the center of the nearest triangle that has the
requisite Material ID. This could mean that several vertices might be
constrained to the center of the same triangle. In this case, you
should only use soft constraints. A hard constraint would pull all those
cloth vertices to the same exact point on the triangle, which would
The variance in the distance
between a constrained group and its constraining, or target, object.
The default value is 1.0 with Rel on (see following). This sets
the constrained group to maintain its original distance from the
target object. When set to 0.0, the constraint seeks to set the
distance to the target object to zero.
- rel Specifies
the offset as a ratio of the original value. Available only with
the Surface and Cloth constraint types. For example, if you want
to move a constrained vertex by half its original distance, turn
on the Rel. check box and set Offset to 0.5. Default=on.
The stiffness of the springs
used if the constraint is soft.
- vc Sets vertex
colors to determine the strength of the constraint. Default=off.
The damping of the springs
if the constraint is soft.
(The default.) When the mesh
density is changed in Garment Maker, the group selection is reassigned.
The 1-to-1 option selects the vertex closest to the original vertex.
When the mesh density is
changed in Garment Maker, the group selection is reassigned. The
Blob option selects the original vertex and the ones created within a
certain radius of it. The radius can be left at default or auto,
or it can be set manually.
- Radius When
on, lets you set the radial distance used by the Blob option. When
off, Blob uses an automatic radial value. Default=off; default value
Behavior Settings group
- Behavior Settings
Toggles the availability
of the other settings in this group. When off, the other settings
have no effect.
- Solid Coll
When on, the group vertices
are used in solid-collision detection.
- Self Coll
When on, the group vertices
are used in self-collision detection.
Indicates the correct "order"
of cloth pieces that might come in contact with each other. Range=–100
to 100. Default=0.
If your garments and/or
panels are all correctly orientated to begin with, then cloth-to-cloth
collision detection should keep items from interpenetrating. However,
the initial state of a garment/panel might have some interpenetration
that cannot be resolved. For example, suppose you make a jacket
with Garment Maker where the front right panel is supposed to sit
on top of the front left panel. When you sew together the garment
(generally with self-collision off), the front panels will interpenetrate,
so to make sure that the right panel sits outside the left panel,
you might have to use constraints or Live Drag. Using the Layers option
on the panels can help here.
Here is the logic of
layers: When two pieces of cloth (A and B) are in collision-detection
range, their layers (layerA and layerB) are compared and the following
rules are applied:
- If either layerA or LayerB is 0, then
Cloth uses the regular cloth-to-cloth collision method.
- If layerA=layerB, then Cloth uses the
regular cloth-to-cloth collision method.
- If abs(layerA) > abs(layerB), then piece
A is pushed to the appropriate side of piece B. Which side? If layerB
> 0, then to the side indicated by the face normals. If layerB
< 0, then to the opposite side.
The sign of the Layer
value indicates what the "outside" of that piece of cloth is. A positive
sign means "The side that the normals face is the outside".
- Keep Shape
When on, preserves the shape
of the mesh based on the Bend % and Stretch % settings. In normal
operation, when Cloth creates a simulation, it tries to "flatten out"
the cloth. Default=off.
- Bend % Modulates
the target bend angles to a value between 0.0 and the angles defined
A negative value inverts the angles. Range=–100.0 to 100.0. Default=100.0.
- Stretch % Modulates
the target stretch angles to a value between 0.0 and the angles
defined by the
A negative value inverts the angles. Range=0.0 to 100.0. Default=100.0.
Sets the Cloth Properties
parameters to the preset selected in the drop-down list. Any presets
that are built into the system or that have been loaded will show
Loads presets from the hard
drive. Click this button and then navigate to the directory with
your presets to load them into your Cloth Properties. Presets have
the file name extension .sti.
Saves your Cloth Properties
parameters to a file that you can then load at a later time.
- Use These Properties
Turn on to set the cloth properties
for the individual group, using the controls on this rollout. Default=off.
- Get From Object
Click to sets the cloth properties
of the group to be the same as the object to which the group belongs.
The remaining Properties
controls are the same as those found in the
group of the Object Properties dialog
Soft Selection group
The Soft Selection controls
apply on a per-group basis to permit soft selection of vertices
neighboring the explicitly selected group members. This works the
same as soft selection of vertices in other parts of 3ds Max.
For details, see
Selection Rollout. Alternatively, you
can select vertices for a group based on a texture map.
- Use Texture Map
When on, Cloth uses a texture
map to specify a soft selection of vertices that belong to the current
group. Click the button (by default, labeled “None”) to choose a texture
map. Use the Mapping Channel controls to choose a map channel or
vertex color channel.
You can add a grayscale
texture map in this slot to blend between unselected and fully selected
pixels in the group. Black represents unselected and white represents
fully selected. Any grayscale value blends between the two. You
can drag a texture map onto this button.
NoteFor a texture map
to apply to a group, at least one vertex must be explicitly selected.
However, when Use Texture Map is on, the group's explicit vertex
selection has no effect.