![]() This happens simply by pressing the Play Button on the Timeline. Now comes the fun part: asking Blender to calculate the physics. Then head over to the Physics Icon again and declare these objects as Collision Objects. Next we’ll select the objects we want our cloth to collide with – in my case that’s the ground plane and the cube. This will imply more geometry without the overhead of having to calculate this during the simulation. It’s a good idea to head over there now and add a Subdivision Modifier to your cloth. I’ll stick with all the defaults for now.Įnabling cloth like this will create a cloth modifier – just in case you happen to examine the little wrench icon, you’ll find it in the list. Choose from a few presets or go crazy and build your own. This will bring up some other interesting properties that allow us to modify how the cloth behaves when draped. If you don’t see it, expand your palette. Click the little Physics icon on the far right – it resembles a bouncing ball. Now I’ll select the cloth and head over to the Properties Palette on the right and side. I’ll position the cloth above the cube so that it can fall down during the simulation and drape itself around the cube. The more vertices we have, the better our cloth is going to look like. The difference between a plane and a grid is that a place only has four vertices, and a grid has many more. ![]() ![]() ![]() Starting with the default scene, I’ve added a plane to the scene as the ground, and a grid with a resolution of 100×100. Blender does this using a modifier: all we have to do is declare one object as being “the cloth”, and other objects as the ones colliding with the cloth. Blender has an excellent physics engine that can simulate cloth – among a great many other things. ![]()
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