| 01. |
Have some rig in your scene. In this example the default XSI human rig is used. |
| 02. |
Create polygon grid which we will use as cloth. Model the Cloth to your liking. |
| 03. |
Apply envelope to the cloth and use the Biped.HipPlate(I am using the default rig in XSI) as deforming bone. |
| 04. |
Apply WeightMap to the Cloth |
| 05. |
Paint the weight in a way to add 100% of the weight just to the top row of points. It should look like this:
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| 06. |
Make sure you are in Animation Construction Mode. If you´re not you can easily move the cloth operator there. |
| 07. |
Select the Cloth and under Simulate-> Create->Cloth-> From Selection. |
| 08. |
You will get Cloth PPG. Under Cloth/General we will Nail the cloth so it use the weight map we created.
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| 09. |
From preset use the one you like/need.
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| 10. |
Now we will create/add obstacles for the cloth to avoid cloth penetration throug the mesh.
Cretae two polygon cubes. Select one and match all transforms for it to Biped.LThigh and the other one to Biped.RThigh.
Now Pose constrain the cubes to the each respective Thigh Bones so when the bones moves the cubes will follow.

Select the cloth and under Simulate->Modify->Enviroment->Set Obstacle->select two cubes
(cube_l & cube_R).
New PPG will open with options for obtacles. Depending of your mesh use B-box or B-Sphere obstacle type and move the Push Length slider. By using obstacle type B-Box or
B-Sphere the simulation is faster while moving Push Lenght determines
how much space from cloth and obstale resides until collision occur. You will probably spend some time tweaking it.
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| 11. |
Now we will create/apply Gravity for the cloth. Under Simulation->Get->Force->Gravity, gravity force will be added to the scene.
Under Simulate->Modify->Enviroment->Apply Force-> choose gravity from explorer or pick it in viewport. |
| 12. |
Press simulate and you should get something like this:
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