Chapter 5 · Workflows

5.1Dressing a Character

To simulate a garment on an animated character:

  1. 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.
  2. Add Tnpix Garment and set Edge length to the density the shot needs.
  3. 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.
  4. Set the collider row's Thickness. If the cloth pokes through, raise the Thickness first, then the Solver's Substeps.
  5. 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.
  6. 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:

  1. 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.
  2. 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.
  3. 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.