Step 3: Cloth Groups

Objects being converted to cloth must have single-sided, connected (welded) polygons without caps. Once you’ve created a cloth simulator and cloth object, the next step is to create cloth groups (groups of vertices) within each object, thus subdividing the cloth object into regions (in the same manner as, for example, dividing a body part into different material groups). The exception is decorative objects such as buttons, belt buckles, etc., which should be separate (non-welded) objects. Cloth groups use vertices instead of polygons, meaning that the Group Editor palette operates in vertex mode in the Cloth room (as opposed to polygons). You can convert polygon groups to vertex groups in the Cloth room by clicking the Add Group button to open a pop-up list of existing groups. Group names with the suffix [P] are polygon groups. Selecting polygon groups includes all vertices of the affected polygons.

Cloth Group objects.

There are four types of groups available for cloth objects:

The two types of decoration groups are:

If you want the current cloth object to consist of a single dynamic group, you’re done. Continue on to Step 4 (below) to set your dynamics. If, however, you want to create multiple groups, you can do so using the following buttons:

Assigning a name to a Dynamic Group.

Since each cloth object can only have one choreographed, constrained, and/or one each soft & hard decorated groups, you can only assign names to dynamic groups.

Keep the following in mind when working with cloth groups:

The arrow at the top right of the Cloth area displays the currently selected cloth group within the currently selected cloth object. Clicking this arrow opens a pull-down menu allowing you to select any of the cloth groups in the current cloth object for modification. To work on a different cloth object, use the pull-down menu available in the Cloth area (Step 2).

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