8
572 Chapter 8: Modifiers
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 a ll
thoseclothverticestothesameexactpointonthe
triangle, which would look strange.
Offset—Thevarianceinthedistancebetweena
constrained group and its constraining, or target,
object. The default value is 1.0 with
Rel.
on. This
sets the constrained group to maintain its original
distance f rom the target object. When set to 0.0,
the constraint seeks to set the distance to the target
object to zero.
Strength—The st iffness of the spr ings used if the
constraint is soft.
Dampi ng—The damping of the springs if the
constraint is soft.
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.
Vc—Sets vertex colors to determine the strength of
the constraint.
1-to-1—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.
Blob—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
radiuscanbeleftatdefaultorauto,oritcanbe
set manually.
Radius—When on, lets you set the radial distance
used by t he Blob option (see preceding). When
off, Blob uses an automatic radial value.
Behavior Settings group
B ehavior Settings—Toggles the availability of the
othersettingsinthisgroup.Whenoff,theother
settings have no effect.
Solid Coll—When on, the group vert ices are used
in solid-collision detection.
Self Coll—When on, the group vertices are used in
self-collision detection.
Layer—Indicates the correct "order" of cloth
pieces that might come in contact with each other.
Range=-100 to 100. Default=1.
If your garm ents 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
rightpanelissupposedtositontopofthefront
left panel. When you sew together the garment
(generally with self-collision off), the f ront 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
pushedtotheappropriatesideofpieceB.