Chapter 5 · Workflows
5.1Dressing a Character
To simulate a garment on an animated character:
- Model or place the garment clear of the body at the first frame of the animation range. Cloth that starts inside a collider is thrown out on the first frames.
- Add Tnpix Garment and set Edge length to the density the shot needs.
- Add Tnpix Collision and pick the character's body. Leave the Solver's Collision system on Surface (True Geometry), which follows small features such as fingers and straps.
- Set the collider row's Thickness. If the cloth pokes through, raise the Thickness first, then the Solver's Substeps.
- If the garment should stay put at the waist or shoulders, paint that region in a Tnpix Channel and add a Tnpix Pin that follows the body, or rely on friction and grip.
- Add a material, the Solver on top, and play from the first frame.
To make cuffs, a collar or a sleeve's top ride a skinned garment:
- Skin the garment to the character's skeleton (or wrap it to the body) below the Tnpix Solver, so it moves with the character when the Solver is off.
- In a Tnpix Channel, paint the regions that must follow exactly: 1 at the cuff or collar, falling to 0 over two or three rows into the sleeve.
- Add Tnpix Preserve and choose that channel. Play from the first frame: the painted rows ride the skin, the soft edge blends into the simulated cloth, and the rest of the garment is simulated.
A Preserve follows the cloth's own animation, so an arm that starts close to the body does not drag the armpit along with the body, as a Pin bound at the first frame can.
For a fast move, raise Substeps before anything else. Iterations do not help with fast motion, because they do not evaluate collision again.