Master 3D Cloth Simulation | Blender | PIXXO 3D | Skillshare

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Master 3D Cloth Simulation | Blender

teacher avatar PIXXO 3D, 3D Character Artist, MoGraph Teacher

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Intro

      3:04

    • 2.

      Scene Setup

      5:20

    • 3.

      Adding Physics

      5:15

    • 4.

      Pin Groups

      3:16

    • 5.

      Hook Objects

      6:03

    • 6.

      Force Fields

      3:37

    • 7.

      Make A Pillow

      7:36

    • 8.

      Flag Simulation

      13:09

    • 9.

      Sewing Basics

      7:37

    • 10.

      Make A Dress

      15:20

    • 11.

      Final thoughts

      1:19

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About This Class

This class was designed to introduce beginners and pros alike to the fun & valuable world of 3D cloth simulation. The software of choice will be Blender, a world-class software that just so happens to be completely free and open source. It is strongly recommended that you have a basic understanding of Blender, at least UI and navigation, and a good feel for the software. Even if you are just at the very basic levels of Blender, this course will get you to the point of making great cloth simulations, and even 3D professionals may wish to add cloth simulation to their workflow. This great 3D tool opens many doors and will be essential with more advanced character creation workflows, for noobs and pros alike. 

Meet Your Teacher

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PIXXO 3D

3D Character Artist, MoGraph Teacher

Teacher

Coming from an industry background, I really love the creative arts, especially within 3D and 2D Animation. I passionately enjoy mentoring people and teaching artistic disciplines across several platforms, primarily my YouTube channel (PIXXO 3D). It's never too late to learn graphic design & motion graphics. You can get started with Blender (FREE) a completely capable and industry-tried software available to anyone. Why not get started today and express yourself with digital art.

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Level: Beginner

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Transcripts

1. Intro : Hello, I'm pixel Fred and welcome to my Skillshare course Fred. Cloth Simulation is one of my favorite things that I like to do when it comes to my Fred work that I do, like my day to day freelance work, my teaching in this skillshare course, I'm going to show you guys the basics all the way to the more advanced concepts so you can learn how to do it yourself and then apply it in your own fred work. If you do fred, even if you don't do fred, this might just be something you want to get into to visualize some clothing concepts that you have or something like that. So let me give you guys a quick overview of what we're going to be doing. So the first thing we're going to be doing is a basic scene set up. So this is where we're going to be using Blunder, a free and open source software. And we're going to be setting up a little scene. And this scene is going to be what we used to demonstrate some fundamental concepts. So one of the first things we're going to look at is adding our physics to that scene. And then we're going to look at pin groups. This is going to allow us to take certain parts of a piece of cloth in a simulation and stop that from simulating. Gives us more control. And then we're going to be looking at hooked objects. These are little points or objects we can take like dummies or knolls. We can parent them to these groups that we've created. And that way we can animate our cloth through free D space. And then we're going to be looking at force field. So how do you add wind or turbulence in your freed space so your cloth can go along with that as well. That's going to be handy when you want to imply that there's wind or a breeze, something of that nature. And then we're going to look at a thing called cloth pressure. This is what's going to allow us to blow cloth up in a simulation. So we're going to be making an actual pillow. It's going to be really fun. I'll even throw in some particle simulation where we can add some hairs around the rim just to make it look even more cool. And then we'll be looking at a flag simulation. Now the flag simulation is really cool because it's going to take what we've already learned in the basic set up in the beginning, like how to pin certain groups to add enforced fields and we're going to make a full flag animation. And I will be providing all of the resources for all of these things as well. And then we're going to get into cloth sewing. I'll first do a little basic set up just to show you guys the fundamental concepts of cloth sewing. And then we're going to make a full dress and like I said, I will be including all of resources. So for example, there'll be an example file for these things so you don't have to go and get a character and animated character. It'll all be one for you though. What I would recommend, once you get better at this, that you challenge yourself a little bit and you do your own projects where you try and use this on your own character. So I'm assuming a lot of people watching this already have a basic understanding of blender. And this course is more aimed at people who already know the basics. And if you don't know the basics of blender, you can go watch my absolute beginner skillshare courses on my profile. And they'll get you up to scratch on all of these things that you need to know. Cloth simulation is absolutely fantastic. There's a lot of application. If you want to learn, keep watching all of the resources are provided. To make sure to download that resources folder and let's get. 2. Scene Setup: We're going to get started by opening up a new scene on Blender. I'm going to be using Blender 3.5 While I'm making this tutorial, you might be using a bit of a newer version by the time you see this tutorial. Or a bit of an older version. But more or less a lot of the same things should translate more or less. The thing here as well is I do expect that you know at least a little bit about blender. If you don't, don't worry. It's a very simple program to learn the fundamental basics with. You can watch some of my other blender courses that I have on skill share, that approach this from an absolute beginners perspective. And that's really going to get you to scratch. So what we're going to do once we have Blender opened, is in our main scene here, we're going to left click and drag, select all of our default objects. And we're just going to press delete on our keyboard so we have an empty scene. For your convenience, I'm just going to turn on something called Screencast keys. That way if I press different keys on my keyboard, you guys can see what I'm pressing. Now keep in mind I am using a Windows computer, but a lot of the things are very similar on a Mac keyboard. Instead of using control on a Mac, you would use something like command, for example. That's going to be the main difference in a lot of shortcuts. But we're going to go ahead and go shift A and we're going to go to our mesh options. And here's where we have all of our different meshes. We're going to want to add in something that our cloth can interact with for our demo. We're going to go with the classic UV sphere. It's really nice objects. It's nice and round and you can see things fold around it, so that's a good choice. You can see this thing has a bit of, it's not subdivided. There's just a few faces here that make this up and we can get it a little bit denser, a little bit smoother. You can go here to the add UV sphere. That's one way you can adjust these settings. I prefer just to go over to the modifiers, go to add modifier and just simply give it a subdivision surface modifier. And it's going to divide these faces and sub divide it and make it a little bit more higher poly, a little bit smoother. And then we can go ahead right click, And just in our Viewpoard, we're going to have shade smooth. It looks nice and smooth. Now what we have here is a nice round ball that our cloth can interact with. We're now going to go shift a, We're going to add in a plane. With this plane we're going to go and then we're going to press 22 to grow two times. And we're going to press Enter. Now one thing we need to keep in mind is that whenever we scale something, when we're going to deal with cloth physics, it changes the scale of the object in our object view. And blunder actually looks at the scale things when it's doing our simulation. If we press the key on our keyboard, the key and we go to item, we can see that we've just changed it. The scale here is now 222, whereas before we scaled it, it would have been different if I go control z or command Z to undo that. You can see that's what we have. Again, I'm going to go ahead again, just make all of these two. What I'm going to do is I'm going to go control A or command A and we need to go ahead and apply that scale. Now you can see these things over here, reset these scale transformers. And that's going to be really important. The way you can avoid this though is by going into your edit mode. So you can either press Tab, we can go up here where it's object mode and change it to edit mode. And then you can scale inside of here. When you scale inside of here, if I make this a bit bigger tab back out, you can see that these transforms didn't change. That's going to be something that you have to keep in mind as we're going to be working of cloth. Because a lot of the issues people run into and are like, why is this not working is because they're not considering the scaling factor in Blender. So I'm just going to control z or command Z just to undo that, just so we have it as it is here. What we're going to do now is we're going to go shift A and we're finally going to go to our mesh options and add in a plane. Then we're going to go and move this guy up z. Move it up in a z axis. Still sitting on top of here of this one for the cloth to actually to form. This is something a lot of people might know. But if you don't notice at the moment, it's just made up of four vertices over here. If we try to run this as a cloth simulation, it's not going to have enough areas where it can fold and simulate what we're going to do. We're going to press eight, select Everything, and you're going to right click. And you're going to see an option here called subdivide. Then we're going to come over here to the Subdivide tab and we're going to get to the number of cuts and we're going to make it 28. And then we're going to press Enter. Now we could go higher, but for demonstration purposes we're just going to stay here. This is a good round number to give us enough areas. Now we've got a lot of little places where this can all fold and we're going to tab back out. Now what we have here in front of us is a scene that we can work with. Save this, I'll be putting this specific file in a project folder. If you guys want to see the exact same one, you can either save the one you just created or you can just use one that I've already provided. But I'm going to go ahead and save it. You can go file save As, and then choose somewhere on your computer. I'm just going to call it beginner, cloth set up. I'm going to go ahead and save As, now that we have that out of the way. In the next bit, we're going to get into the fun stuff which is setting up some physics and simulating our cloth. 3. Adding Physics: In the previous part, we were able to set up a little demonstration scene that we can use. Now what we're going to do is we're going to add some of the basic physics. And this is we're going to be making our cloth work. Let's come over here and let's select our plane. We've already subdivided this plane in the previous part. What we're going to do is we're going to go over to this little properties here. This is the physics properties. You can click on it. Over here you have all sorts of physics. The one we're going to be going with is cloth. Now, once you add a cloth in blender, you're going to see this happen. All of these little settings pop up here. You got the drop downs here. You've got physics properties, you've got stiffness properties, dampening. Don't worry about all those things just yet. What we're going to do is we're going to make sure we go to frame one. You always have to make sure you're on frame one. Because if I'm over here somewhere, it's going to run from this point. We need to go to the first frame and then we need to run. You can either come here and hit the play button or just hit the Space bar. I'm just going to play the space bar. You can see here we actually have the cloth falling. But the thing is, it's just saying like one flat sheet, because we have no forces acting on it. We have no force fields or anything like that, no wind properties. The thing we need to do now is the second part. In a cloth situation, we always need to have a cloth and an interaction surface. This is a fundamental thing we're going to want to keep in mind as we're doing cloth physics. Let's select the sphere under here. Once again we're going to go to our physical properties. Then we're going to go this time above here. And that is called the collision. Now Blender knows that this is a surface that the cloth needs to interact with. If we go to frame one and we now hit the space bar, we're going to see our cloth now interacts. By the way, let's just select our cloth by left clicking on it. Let's right click and go shed smooth. Now we have some smooth shading. Now we have something here that really well demonstrates what a cloth simulation is. But if we drag to the beginning here, we run it again. You can see there's something weird going on over here. The sections are interacting or going right for each other. That is because we have actually told this cloth to interact with the surface. But a cloth isn't interacting with itself. This is where we're now going to select our cloth and go back to our physics properties. We're going to go down here, all the way to collisions. Now we have to tell it over here under this little dropdown to enable this so it knows to collide with itself, not just the surface under it but itself. Now if we go back to frame one and we hit the space bar, now we have self collision and it isn't just penetrating through itself. Now doing that has added a little bit more extra processing. So it's a little bit slower, but you guys get the idea. Another thing we're going to look at now is Quality. You can go to the very top and you're going to see something here called Quality Steps. Currently, it's set to five for most things, that's okay. But sometimes you can bump this up, so we can maybe put it at something like nine, you can go back to the first frame. And then we can hit the space bar. And this time it's a little bit slower, but it's done a little bit better job at the calculations. What we're going to do here is just going to go to frame one. And another important thing I'm going to demonstrate, and I know there's a lot of settings here that I didn't just cover, because we'll deal with these things as we get more into different projects in discourse. But for now we're just focusing on the basics. But another thing that's going to be really important, which I'll quickly touch on, is this thing over here called the cache. Now I just demonstrated how we can come here in our timeline and we can play a simulation, but whenever we make changes here, we have to run the simulation again. What if we wanted to actually cache or bake this into our blend file? That's where this comes in. Now if we come over here and we can see our animation starts at one frame one and ends 250. Let's just make it 100 frames long is come here to our cache and let's make it 50 frames. Now from frame one to frame 50, it's going to, if we go bake, it's going to bake this in to our file. Now if you see over here, we go ahead and hit the space bar. It doesn't matter if we tap into edit mode and tab back out, nothing changes. This is actually baked in, even if we came here. Now to our cloth, you can see it no longer allows us to change some of the properties here. If we go down here to the collision, a lot of these things are grade out. You can't really do too much. And the reason is, is because we've baked. If you want to delete the bake, you have to click on Delete Bake. Then you can change the settings here and you can go cache this again. This is something that is going to be something that comes up a lot. Adding a cloth to something, adding a collision surface, and then caching it out. This is like, in a nutshell, the fundamentals of cloth. This is like the foundation of everything we're going to be doing in the rest of this course. I know this is a little bit slow, a little bit on the beginner side, but it's really about getting absolute beginners acquainted with the concepts here. In the next bit, we're going to be looking at pin groups. In other words, how we can grab certain parts of the cloth and stop it from simulating so we can have more control in our simulation. 4. Pin Groups: In the previous part, we were able to add our physics to our cloth. Now we're going to be looking at the pinning. How do we take certain parts of the cloth and tell blender that we want those bits to say inactive while the rest simulates. Let's select our cloth. Just make sure if you go to your physics settings that under the caching, that if there is a bake, that you just click the leak bake. Because we want to change things over here. I want to go over to frame one. We can see our cloth here unsimulated to be able to do something. Let's go in it mode. You can see this consists of a whole bunch of vertices. Now what we can actually do, we can go to this little tab down here. This is called our object data properties. Up here we have something called vertex groups. Now essentially these things you're seeing here, they're called vertices and you can see each one of these is a singular vertex. We can essentially take them, let's go for example, and grab a corner of vertex here by left clicking on it. Then we can come here and create a vertex group. We can call this anything, we don't even have to name it, but just out of habit, let's give it a name. We're going to call it Pin because it's our Pin group. Then we're going to go ahead and assign that. Now if we at A, or double tap A just to deselect everything, we can come to this Pin group here. We can test it by going select. Now you can see that is selected. Now we have a pin vertice here. In fact, let's go over here, grab anota vertex. Let's go and assign that one as well. Now if we go to select, you can see we have 12 of these orange selected verts over here. Now you guys know how we actually select verts and how we add them to a group, but how do we actually utilize this? Let's go back into our object mode. Let's go over back to our physics properties. Now we need to scroll down here to the shape. This is what that has to do with the shape of the cloth. Then you can see here is something called Pin group. Now if it click here, you should see that group we have created and you can click on it. Now Blender knows that these two points that we selected are off limits. They can't simulate. If we now go to frame one and we hit the space bar, we can see we have our cloth being pinned on one side. Now that we have that set up, we can simply at any time go back into edit mode. And we can select any vertex we want. We can go back to our object data properties and we can assign, we can tab back out and from frame one we can run the simulation. You can even go back and you can grab these guys over here and you can remove them. It's that simple. This gives you a lot of control. It gives you the ability to pin things. It's just a ton of fun. It's going to help you to try to do more advanced things in blunder. Yeah, that is cloth pinning in a nutshell. In the next part we're going to be looking at hooking objects. How do we actually take the pinned vertices here and how do we attach them to an object so we can actually move the object and move the cloth around. Because right now we do have them pinned, but it is pinned here in free space. Actually, we're not able to control these points where they move around. That's what we're going to be looking at next. 5. Hook Objects: In the previous part, we looked at pinning certain points on our simulations. They don't go along with the rest of the cloth. Now we're going to be looking at how to add some hooks, some control points. Let's tab into edit mode, or if you don't want to use a shortcut tab, you could just go in to edit mode here. Let's go over to our object data properties. We have this group we created earlier. Let's just go a to select all of this. Let's just go and remove anything, right? If we tab back out, we got to frame one. We can, we just have this now. We can start from scratch, back in edit mode. Let's choose a point that we want to control for me. You can choose any point you want. It doesn't really matter. I'm going to go with this point over here. I'm selecting a random point and I'm going to go ahead and I'm going to go and I'm going to assign that point. Now while I still have this point active, as you can see here, doesn't matter which point you have selected, you're going to press three on your keyboard. Three brings up all of these different options. Then you can type in here Hook. You can type and hook. Then you're going to go hook to new object, should be one of the options. Now when you don't do that, you can see we have this empty, this null object that has been added. Now we can go back in to object mode. Now we have this. We can select, and you can see that one vertex wants to follow along. If we now actually go to frame one and we hit the space bar, you can see removing this, but nothing's happening. All we have to do in that case is just select the cloth, Go over to this little spanner here to go to your modifier properties. We want to make sure that we take the hook and drag this modifier on top of the cloth. Because these things are like modifiers, the cloth is a physics modifiers. Physically, it's modifying our cloth over time by running some different algorithms. We want that to happen first and then the cloth follows. Now if we go to frame one and we hit the space bar, we grab our hook. We can move it, and we can see our cloth moves along. Now obviously, in this case, it's only happening until frame 50 because we grab our cloth. If you remember, if we go to our physics properties and we go to our cache, we set the value here to 50. Let's make it 200. Nice and big value so we don't run out of any cloth space too quickly. Let's come here to the end frame value and make it 200 on our timeline. We can run our simulation for 200 frames. Let's go to frame one and hit the space bar. Let's grab our Mt. Let's go, let's move it now we can have some fun. We're just gently moving our cloth just like that. We have a way control our cloth. Now let's make this a little bit more fun by animating this empty. But first of all, this is personal preference. But you can go over with your empty selected to do something here called object outed properties. For the empty, it's a little green looking shape down here. You should be able to go to the display As, and you can change the shape. Let's make it cube. Let's bring the size down. Now we have something that's a little bit easier to grab, a little bit easier to see. But anyway, let's now go to frame one. On frame one, let's take our empty and let's go into our front or graphic view. This is why I said you already need to, not a basics of blender, but you can press one on your number pad or you can just go to View and you can go to Viewport and go to your front or graphic view. What you can do, it doesn't matter where you're MTS. You can come over here with it selected. You can press and we want to make sure on frame one we're going to go and insert a location key frame. Then we can come over our timeline. Let's come to something like Frame 70. Let's enable this thing here called auto King. Now we have a position key frame on frame one. Now on Frame 70, we can go and go and move this. I'm going move it over here. You can move yours wherever you want. Now you can see it's automatically added in that key frame. Now don't worry, our cloth isn't going along yet, is because we haven't cached it or anything. Let's come to something like frame 140, and let's move it back roughly over on this side. Then let's take it back to where it started. In that case, I'm just going to grab this first keyframe by selecting it. And the I'm going to go shift D to duplicate. And you're going to drag this key frame all the way to 200. Now we have this animation. And don't worry if this isn't moving along, you'd have to go back to frame one anyway. Turn off Auto King. Sometimes you just have to select your cloth and tab in and out of edit mode. It's a little bit of a bug, but sometimes you have to do that. Now if we go to frame one and we hit the space bar, we can see we now have an animation using the hook method. We now have a way of animating our cloth. If we were doing an animation where maybe you wanted a superhero to have a cape, you might want to attach it to the rig with this set up. And that's actually what you would do. Now we have a nice little way of controlling things. In fact, let's grab this plane over here. Let's go over to our physics, and let's give that a collision as well. It interacts with our floor because we only had the sphere, We have a collision to begin with. No, it's a little bit more of an interaction. Furthermore, let's actually grab our cloth and let's go to our physics. Let's give it a subdivision, surface modifier. Now we smooth it out a little bit. Let's go ahead and give it a solidify. Now we can take the solidify and give it a little bit of thickness. Now we have some thickness to our cloth. I'm going to go something like this. Now that's looking really nice. Let's now go over to our physics properties if you wanted to. Now, you could bake this, to bake it into the scene, but because we're going to be adding some force fields to this in the next section where we have some forces affecting this. I'm not going to bake this at the moment. Just make sure to save all so you guys, In the next part where we add some force fields like wind. 6. Force Fields: Previous parts. We've now learned how to set up a scene, how to add physics, how to pin groups, how to add hooks and ways of controlling our cloth. Now what we're going to do is add in some external forces like wind or something that can effect. Let's go over to frame one. Remember, we haven't baked this out yet. We are able to steal effect it. Let's go into our front view. I'm just pressing one on my number pad. Then we're going to go shift A. You should be able to go down to this option here called force field. Now one of the most common ones people tend to work with is wind. Let's add in wind. By default it adds it in pointing up like so in our front few, we're just going to go, you can press G on your keyboard and move it over to the side. Then you can press R. When you press R, you can rotate it. Let's rotate it. It's facing our cloth. You can also press again to move it up a little bit. Now we have it's facing our cloth. If we were to go to frame one and hit the space bar, it doesn't actually look like it's doing anything because at the moment it's really weak. We need to actually, with our cloth or our wind object here selected. We need to go over here to our physics properties because anything pertaining to physics, in this case we're dealing with the wind physics. We can see here is the strength. Currently it's set to one. Let's go something like 500. If it's too much, we can always turn it down. Let's go to frame one. Let's hit the space bar. Now we can see there is a little bit of effect. I can see it's blowing on it a little bit, but it's still not quite enough. Also, if we go to our top view by hitting seven on a number pad, we can go and move this over a little bit. It's hitting more directly onto our cloth. Now if we go to frame one and we hit the space bar, you can see it is affecting it. I can see it's blowing it a little bit, but it's still not strong enough. Let's grab our effector here. For some reason I still have to auto keying on, so I'm just going to turn it off. And I've moved this thing around, it's added in key frame. I'm just going to grab both of these keyframes or just press Delete. It's just stationary. Let's go over and let's take the strength and make it 3,000 Now let's go back to frame one and hit the space bar. Now you can see it's really blowing on it. You can see it's flapping in the wind. You can at any point come and lower or increase this value. But 3,000 seems to be really good in this case. In fact, let's have some fun and let's just go to something like 15,000 Why not? Let's go crazy and let's go to frame one. Let's hit the space bar now. It is really flapping now. It's a really, really windy day. But I think we're going to be a bit more reasonable here. And let's just go for nothing like 5,000 I think it gives us quite a bit of dynamic flapping, but nothing too crazy like what we saw with a value of 15,000 Even 5,000 seems a little bit much, but you guys now have an example of all of the basics. I feel like I've summed it up really good here. I think we have now a basic understanding. You should have a basic understanding. You get the fundamental things, how we cloth, how we control cloth, and how we have forces in acting on cloth. Obviously, there's a lot more that can be said, but this really covers the basics. I hope I have achieved that. Now, this being done, we're now going to move on to some fun little things. We're going to be now looking at cloth pressure next, how to make a pillow. And then from there we're going to head into some really fun projects. You guys can start actually using these things for some fun little projects. We're even going to learn how to do some cloth sewing. 7. Make A Pillow: In this exercise, we're just going to start with a brand new machine and blender. Forget about the previous scenes we were working with. Just open up a new signal blender to go ahead save it somewhere in the computer I've just called mine cloth pressure. We're just going to go ahead and click and drag and select all of the default objects and just press delete on your keyboard. We're going to go shift A under our measure options is Add in a plane. Let's tab into addit mode so we don't affect scaling. Let's go scale this up a bit, like they're going to tab back out. Now we have it, let's go shift A again, adding another plane. Let's go Z and move it up like it's just sitting above here. With that done, we're going to tap into edit mode with this one selected and we're going to right click and go subdivide. We're going to go to a subdivision tab. We're going to go with 35 and press Enter. Now we have 35 divisions. Let's close it over here. Then we're going to go to Extrude and Z, we're extrude up on the Z till we get about that much. Then what we're going to do, we come in here hovering over this corner, we're going to go Control R, and you're going to see a yellow line appearing Control or command R. When you see the yellow line, just double click on your mouse. And there we've added it in. We're going to want to use this later. Let's just go over to our object data properties. Remember I've taught you guys in the previous bits how to use the pen particle groups. Let's just go ahead and go. Plus let's just go and assign it. We'll just leave it named as group, but we're just going to go and assign that now. We're going to tab back out now. We're going to grab our floor here. We're going to go over to our physics and we're going to give this a collision, just so our pillow has something to interact with. Then we're going to select what's going to be our pillow, and we're going to go ahead and give it a cloth. Now, we've already touched a lot of these other things, but this time we're going to go down and we're going to enable cloth pressure. Now if we go to frame one and we hit the space bar, we can see nothing happens. That is because it's not just enough to add the pressure here, but you actually have to give it an amount. Let's go with something like 12. Let's go back to frame one. And now let's hit the space bar. Boom. Look at it. Bounce. You can go right click and go shade smooth to give it some smooth shading. It's looking pretty good, but I think we can do a bit better. Give it some more forms. Let's go to frame one. Let's tap into edit mode, and let's go to our top view. Let's go z and go into wireframe. Let's select a middle vertex here, like just two middle votes, one down the bottom and one at the top. They're going to pre z again and go solid. Let's go over to our object data properties. Let's create another group. Let's double click and call it Pin. You guys can see where we're going with this because we've done this before and we're going to go ahead and assign those two selected votes. Tap back out. Now let's go over to our physics. And you guys should already be able to do this now, but you're going to go down and you're going to go to your shape. We're going to go to pin group, and let's select that pin. Now if we go to frame one and we hit the Spacebar, look at now, it's looking a lot better, but the pillow is going through itself. Let's go all the way down to collisions. What do we need to enable? We need to enable self collision. Now, if we go to frame one and we hit the space bar, it's a little bit slower, but the pillow is at least now interacting itself. And look at that, how cool is that? We could probably do with a little bit more pressure. Let's go up to the pressure, and let's take it up to maybe 19. Go back to frame one. Let's hit the space bar now. It's looking a bit better. We've got a nice puffy pillow, but what I'm going to do now is give you guys something even cooler. We're going to make this into like a Bohemian style pillow by adding some hair particles on the side. This is like a bonus thing. It doesn't really have anything to do with cloth. But let's go ahead. Remember earlier when we did our under object out of properties, I created this group. If we go ahead and select that group, you can see it was these guys running around here. Why did I do that? That is because if we go back to object mode, we're now going to go over to this thing here called our particle properties. We're going to click plus and we're going to give it some hair. Then we need to come here to the source. We need to use modifier stack. It knows that it needs to take the other modifiers like cloth into account. Then we're just going to go down to the vertex groups, down here under the density. We're just going to give it that group. Now it knows that it only wants to add these hairs to this border. If we go all the way to the top, we can take this hair length and take it down to make this dynamic. It interacts with the cloth. We need to go down to hair dynamics and enable that. We also need to go to our viewport display. Under the strand steps, we need to bump it up so it has a little bit more bendy bits to work with. Otherwise the hair will look too straight and too jaggedy. Now if we go to frame one and we hit the space bar, look at we have hair particles. But the problem is, first of all, there's not enough of them. Let's just quickly go down to this thing here called children make it interpolated. Then in the display amount, I guess we can leave it at ten. And for the render amount, let's set it to 20. Let's go to frame one now. It looks a little bit better, but it's just going through to cloth. We just need to make sure we select the cloth. Go back to our physics. Let's go to the top here. What do you think we need to add? We need to add a collision to the cloth. And yes, sometimes you can even add a collision to cloth, even though this thing here has a collision. You can even add a collision to the thing that is the cloth itself. In this case, it's so it can repel these particles. Let's go to frame one now, let's hit space bar. Now. It is interacting much better. How cool is that? We now have a pillow. Really cool. What I'm going to do, I'm going to go back to frame one. I'm going to grab this pillow and move it down a little bit. I'm going to go ahead and go to my modifiers and give it a subdivision surface modifier. Now when we, it's going to look a lot smoother because it's like subdividing and smoothing out the mesh a little bit. But with that done, let's just go here to end frame value. Let's make it 50 frames with our pillow selected. Let's just actually go over to our physics properties under our cloth. Let's just go down to our cache. Let's make that 50 as well. And now we're going to click on Bake. Now it's going to bake this into our blend file. There we have it guys. We now have a nice Bohemian style pillow. You can select it and then you can drag for here to get a shot that you like. And then if you wanted to, you could come over here, go to your cloth and you can apply it. I'm not going to do that in this case, but if you apply it, then it's going to stay in that position and now you have a model of a pillow. You don't have to actually come here and sculpt or model in these folds yourself. It is a lot more natural, a lot more dynamic. That is a fun little project, making a pillow with cloth pressure in blender. I'd like to challenge you guys and see what you can come up with doing this. Maybe you can make a couch or a bounty castle. The sky is the limit. I'll see you guys in the next one where I think we'll be doing a flag simulation. In that one, we'll be adding some texture. 8. Flag Simulation: In the previous part we made a Bohemian style fluffy pillow. What we're going to do now is make a flag simulation in blunder. By the way, you can make whatever flag you want. I'm going to be doing the Australian flag because I live in Australia with a new scene opened up and blunder. Go ahead and save it somewhere on your computer. Go ahead and drag over all of the default objects and press the let, but then going to press one on a number pad to go into the front or graphic view. If that doesn't work for you, just go to View Viewport and go to the front graphic. We're then going to open the resources folder. Now I have provided a zip folder with discourse that you guys should have downloaded. Inside of there is a whole bunch of resources. We're going to go ahead and open that up. One of the resources is going to be just an Australian flag, it's a PNG, and you're going to click on it and drag it into your scene. Then there's going to be another one called the HRI. We're going to get to that one later. But for now let's just focus on the flag that a flag has been dragged in as a reference. Which can go Y and Y and move it back a little bit in our front few, we're going to go shift a, We're going to add in a plane with this plane, we're going to tap into edit mode. We're going to go Rx90 and we're going to present her then in edited motel in a front for graphic view. We're just going to scale it, then we're going to go X and scale it to match the flag. Maybe just go a tiny bit smaller by scaling the whole thing down. Doesn't have to be 100% just more or less like this. You can see here that this thing is rectangular. We want it to be made out of two squares. We're going to go hovering over this edge, Control R or Command R. If you're using a Mac, you're going to see the yellow line appear if you hover in the right place. When you do control R or command R, then just going to double click by left clicking twice. Now you've added in an edge running here. The reason for that is because you're going to press A, just like everything, they're going to right click and we're going to go subdivide. Now it's subdividing in squares. We're now going to go to the subdivide tab, and let's drag this value up. In fact, I think you can drag past ten. Let's just type in 20. You could keep it at 20 if your computer struggles bit, But I'm going to go, I'm going to go to 35. For now, 35 is usually a good number. Then what we're going to do is going to go to our object data properties. You guys probably already know where we're going with this. We need to simulate this flax. Obviously, we need certain parts to stay in place, like the edge. Let's select the edge, and you can select whichever side you want. I'm going to go with this side over here. I've got all of these row of verts selected. And I'm going to create a group that will click and call it Pin. Let's go ahead and assign that. Now we have something to work with. Now if we go over to our physics properties, we can give it a cloth. Then we just need to scroll down to our shape. Once again we're going to go to pin group and let's select the pin. If we now go to frame one, we hit the space bar. We can see we have a flag simulation, by the way, right click with a flag, active negotiates move, but there are a few things lacking. Let's first of all go to our collisions. And as always, we want to add a self collision, the flag interacts with itself. This time we're going to take the quality steps up to five, and we're going to go all the way to the very top, to the main quality steps here. And let's take that to 12. Okay, That's going to make it a little bit slower, but it's going to give us a better quality. We're going to go back to frame one, go to our front orthographic view. We're now going to go shift A, we're going to add in a cylinder. We're going to go and we're going to go X and move it over to the side. Then we're going to go to scale it down. We're just making a simple flag pole here like this. Then we're going to tap into edit mode. With all of this active, you can just press A if it's not active to select it and you're going to go Z and scale it up under Z if you want. You can make the pole a bit skinnier and move it up completely up to you. I'm going to go and enable the x ray mode up here. And then I'm going to click and drag to select these votes and go and move them down. Your flagpole can be however big you want. I'm going to go something like this ball, we're in edit mode here. I'm going to go shift a, add in a UV sphere and go and move it here to the top. And I'm going to go just to scale that and then move it down a little bit. This is optional, but I think it looks cool. Then I'm just going to move that up a little bit like so now we have a cool looking flagpole. I'm going to tab back out and I'm going to switch off the x ray mode of this pole. I'm going to right click and go shade auto smooth. Now we have a nice looking flagpole. Now let's go to frame one. Hit the space bar, by the way, I almost forgot. We also want to grab our pole, go to our physics, and we want to give it a collision. Otherwise our flag will just go through to pole and that won't be realistic. Now from frame one, let's hit that space bar. That is looking really good. But obviously, what is a flag if it's not blowing in the wind, right? That's the whole idea of a flag. To get your attention because it's moving in the wind. By the way, let's just quickly select this reference now. And just press the Lite, because we drag that reference and we now actually have that image in this blend file. Let's select our flag. Let's go to our render settings. Once again, I'm assuming you have a basic understanding of blender, That's why I said in the beginning of this course you should probably have a basic understanding, but if you don't just follow along, we're going to set the render engine two cycles. If you have a GPU, you're going to enable that. But if you don't just chick the CPU, then you want to come down to your samples and we don't want to take forever, so we're just going to go with 50 samples here. Now we're going to go over to our material properties and we're going to go new. Now we've added materials, this is called Flag. The're going to come to the base color here and we're going to give it an image texture. And then we should to come to the dropout and we should see our Australian flag here or whichever flag you used. Now, we're going to go to our UV editing. Now, we can go over here in this window and go Z and go Material Preview. And it should match up nicely, but if it doesn't, just press a select everything and it'll select it. And then over here you can select everything. And you can move it around by pressing and try and line it up. But in this case, it matches up perfectly. So I'm not going to worry too much. So I'm going to go back to my layout. I want to go over here to the top where you see our shading option. And let's come here and change it to texture. We see our texture the whole time. Now we're running our simulation. This is what we're saying. Pretty cool. Okay, now we have a material for our flag. Let's go shift A. I know we could have added our physics for the wind physics first, but I just think it's just cooler to see the actual flag as it looks while we're doing this simulation. That's why I did the texturing. First we're going to go shift A, we're going to go to our force fields. You guys obviously can probably figure out what we're going to do. We're going to add some wind in our front view. We're going to go and move the wind over to the side. And then we're going to go r to point it towards the flag. Now we can go over to our object out properties. For that, let's just increase the size of this thing. And then we're going to go to our physics. Let's take our strength, and let's at least take it to 4,500 as a start. Let's go to frame one and hit the space bar. In this case, we can see it's having some effect here. It's blowing our flag. There we go. That's looking pretty cool. I'm pretty happy with that, but I might actually just go and take this 5,500 like that, but it's completely up to you, whatever your situation calls for. There we have that now. We have a nice flag simulation. Awesome. That is really, really fun. I might just duplicate this wind, bring it back and down a little bit and point it up. And then you got a frame one. Hit the space. For now, we've got a bit of wind coming from under here. It just adds a little bit more of a nicer dynamic and a flag goes up a little bit, but I don't want that to be too much, so you guys can mess around of this. But I'm happy with this result at the moment. I might just move a little bit more back. There we go. Okay, that's looking pretty good. What we're going to do now, we're going to select a flag. We're going to go over to our physics, and we're going to go down to cache. Let's make this 120 frames. And I'm going to come here to my end frame value and make it 120 frames as well. Let's go ahead and grab the flag and the pole and the wind. Grab everything and go G, Z and just move it up in our scene. Then select a flag and let's go ahead to Lkache. Let's click Bake. Can see our simulation is baked. If you change any of these parameters, you're going to have to go and delete the bake again. One of the things you can see here is the flag just stops because it starts at the beginning. Again, one thing we can do, we can take the start value and take it up to maybe like 20. That's going to make it look less apparent. The flag will always be, from our perspective, in a state of flapping. The way you move this around can make it look blend a little bit better. But that's one of the things with physics simulation, unless you're getting into like geometry nodes or proceduralism, it's really hard to do a looping flag simulation for that very reason. We won't be getting into that. But this is still a really cool project. Yeah, that's what I'm going to be leaving it at. Let's now go into our front view. We're going to go shift a, let's add in a camera. Then go to your right or graphic view by pressing free on your number pad and move your camera back. Then go into camera view by pressing zero on your number pad with your camera active. And you can see up here it is active. You can press R twice, double R. That allows you to rotate your camera. We're going to rotate it up pointing at a flag like this. Now you're going to go over to your World properties. You're going to go to your Color here, click on the tab and then go Environment Texture. Remember I told you guys in the resources for there, it's going to be something called a HRI. You're now going to go ahead and you're going to go open. In this case, I have it somewhere in my computer, but you know where you downloaded it to. I'm going to go and find mine here. I can see it's HRI four K, and it's going to be an ER file and you're going to click on it and you go Open Image. Now if you go Z and you go Rendered, you should be able to see this. Now I'm going to go control or command B and drag over my camera, make this box. And that's just going to limit the rendering to the camera like so now I have this nice lighting and what you can do is you can grab your camera and you can still move it around. For me, I'm going to move my camera down, but this is a personal preference and I'm going to just rotate it up a little bit more like this. I see more of the sky like that, but this is completely up to you how you want to do this. Then I'm also going to select my pole. I'm going to go to my materials tab and go New Material and I'm going to go metal. All you have to do is go down here to the metallic value and drag it up to one. That means it's no metallic and you can bring your roughness down to make it a bit more shiny like that's it. That is how you make a flag. Now there's a few more things we could do under our render settings. Let's go down and enable motion blower. When we do render, we get some motion blow in the flapping, if your flag leads to a little bit of thickness, you can select your modifiers. And let's give it a solidify modifier just to give it a little tiny bit of thickness. Don't go too crazy. A very thick flag is not realistic, it looks too heavy. And then let's just give it a subdivision surface modifier. Now let's see what that looks like. Okay? Now that's already looking really cool. Here we have a flag, and by the way, you can use whatever flag you want. Doesn't even have to be a flag of a nation. It could be just a flag that means something to you. Could even just be a picture or something that you like. Maybe a hot dog or a Chihuahua or something. I don't know, but there we have it. How do you render this out? Okay. The way you're going to render this out is you're going to go over to your output properties. Because you want to output something from Blender. When you click on this little file. Let's go to our desktop and go Accept. There are two ways you can do it. You can actually render this out as a bunch of PNGs and then compile them together in another software, or even Blender, but that's a bit involved. So for now I'm just going to go and make this Mpeg video. I'm going to go to the encoding, and I'm going to change this to an MP four, Mpeg four. Then I'm going to go ahead and make sure to save. Now if you go to render any render animation, this should render out as an animation to your desktop or wherever you've selected in this destination. Now keep in mind this is going to take a bit of time for me. I'm going to go ahead and end this now and then I'll render that. Then I'll show you guys what the final result looked like. 9. Sewing Basics: Our previous little flag simulation was quite a success. Now we're going to be delving into making some clothing, or at least practicing cloth sewing, before we get onto some actual clothing with a new scene opened up in blender. Go ahead, save it somewhere in your computer. I've just called mine sewing basics. You're going to select all of the default objects. Press Let, we're really going to keep this simple. Let's shift a, let's just add in a cylinder. Let's tap into edit mode. And let's go 0.5 0.5 for verifying active to make it half its size. Then we're going to go z and scale it up in. Let's go shift to duplicate and then go 90. In our front of graphic view, we should have something like this and move it up and move it just like a rough approximization of a human body. Maybe we can just grab this and make it a little bit bigger, something like this. Have to be exactly the same. And then tab back out. We're now back in object mode. We're going to right click and go Shade auto, smooth. Now we just have a rough person if you will. Then we're going to do, we're going to go shift A, we're going to add in a plane with this plane, we're going to tap into edit mode. We're going to go to scale it up. Then we're going to go Rx90 and press Enter Rx90. Then we're going to go, then we're going to go Y and move it forward like so. Then what we're going to do, we're going to grab these two votes in the front two top vertices and go just to scale them. We're just like making what looks like a basic shirt. Okay, this is the front pattern. We're not going to be making any arms at the moment or anything, just very simple. Then we want to be able to subdivide this because it's not really a square at the moment. Let's just come in here, control R hovering over one of these edges. Control. And then we're going to roll the middle mouse button once to add in two segments. And then double click. Then control R hovering over the top edge or one of these middle edges. And then double click to add in one cut. Now we have the rough looking squares. We can go A just like everything. Then we're going to right click and we can go subdivide. Let's come to our subdivision tab. Let's drag this up. Let's go to as high as it'll go, which is ten. Now we have one part of our shirt, but we want another part. At the back. With all of this active, we're going to go to extrude. And we're just going to extrude it back. Extruding it back till it's over here, right? But then we have all of this stuff in the middle here. We're going to get rid of some of that. Let's come to our face Select option in our bottom. We're just going to left click on one of these edges or one of these faces. Then while you're holding in shift and control, or shift and command, you can left click over here and it'll select everything in between. That's shift and control or Shift and Alt, depending on what you're using. If all of these bottom one selected, you can go X and you're going to go faces. We want to delete the faces now. It's open at the bottom here, where the neck is going to be. In this case it's a really wide neck. We're going to see over here we want to hold in shift and control. Shift and command. And then the left click over here. We want to select everything where this opening is for the neck X. And we're going to delete those faces. Now we want to go here to where the arms are. Remember this is just a proxy, right? We want to select this one up here and holding in shift and control. We're going to come down here and click on this one. Here's going to be an opening. We're going to go X and delete those faces. Now you're noticing that I've left some of these here open. In fact, let's just select these three over here holding shift. Just select them, X and delete those faces. You can see what I've done here is I've left these faces here. Why have we done that? Because these faces here, we're going to delete them in a special way. They become a point where our clothing knows it needs to pull together. And if that doesn't make sense, just watch as we're going along and it'll all make sense. We're going to select these faces I'm holding and shift and just selecting these four. Then I'm going to go into, in fact, let's just go into our right orthographic view by voicing free on a number pad. You can also just go to view and the viewport and go to the right orthographic. Then you're going to go into your X ray mode up here, and you're going to click and drag and select everything in the middle. Let's turn off x ray. Now you're going to go x. This time you're going to go on faces. Instead of faces, you're going to go on faces. Now it leaves the edges behind. Now we have a basic starting point. I've noticed that I've done something really silly over here. I forgot to delete the openings here. I'm just going to quickly go and select my edge. Select here. I'm just simply going to hold and shift. It's very simple. While I'm holding in shift, just selecting these edges here in the side. Very simple. When these things come up, you can very easily deal with them. We're coming down to about here. Now I have all of those selected. I'm just going to go x, and I'm just going to delete the edges. There we go. Now that little mistake has been fixed. Now we have a nice starting point. Let's go back in to our object mode. Let's select our body, so to speak. And let's go to our physics, just like we've done many times now. We're going to add a collision because this is our collision surface. Then we're going to select our shirt. Once again, this is just a very rough proxy. It doesn't look like much of a shirt, but we're going to give this a cloth as always. We're going to go down to our collisions and add self collision so our cloth can interactive itself. But one of the things that I haven't taught you yet is if we go under to the shape messed around with pinning. We've messed around with cloth pressure up here, but I haven't taught you how to use the sewing. Let's enable sewing. Now we have to add a sewing force. You can see here it is, this Max sewing force. Let's start with something like 12. Now we're going to come to our front, or our first frame and we're going to hit the space bar. Now we can see our clothing snapped on while you have it active, just right click, negotiate smooth. You can see this is very tight in some places because obviously we haven't done a proper pattern or anything here. It's just to demonstrate the point to you guys. In fact, to see this is a bit better with this cloth active. Let's go to our materials. Go new to create a material. Let's just go down to the viewport display. Let's give it something like a red, just so we can see it. Now you can see we have our cloth here. If we go back to frame one and we hit the spacebar again, you can see, there we go, it snaps. You can come here to your cloth settings and you can go to your sewing under the shape. You can come here and change this factor. Let's maybe make it like 20. Let's go to frame one. Let's tab into edit mode, select everything and go and just scale it up a bit, and tab back out. Now let's run the simulation. Now we can see we have our t shirt. This has been a very basic introduction to cloth sewing. In fact, this is quickly go to our modifiers, this is add a solidify, just give us a little bit of thickness as well. Let's just throw a subdivision surface on that as well. There we go. Now that's looking really nice. Okay, in the next bit we'll get into some real clothing making. We're going to be making a full dress and I'm even going to be providing the character that's pre animated so we can make that happen. That's in the next bit. 10. Make A Dress: Okay, so I've got a scene opened up here and if you guys want to follow along, it's going to be in the Resources folder. This blend file is called Animated the female character. And I've already gone ahead and set everything up for us to get started. You're going to see here, it starts at frame one, and you see I've marked frame 13. And the reason for that is because the animation actually loops 13-110 But I've just added this little bit here where the character is in the pose, and that's going to be important for starting off with our dress. Let's start at frame one. We're going to go shift A. We're going to go to our measure options. Let's add a plane. This plane we're going to go and Z. And let's move it about halfway. Then we're going to go into our edit workspace. Inside of here, we're going to go X90, and we're going to press Enter. Now we have our first plane, we're going to go Y and move it forward. And then in our front orthographic view, we're going to press one and a number pad to get there. We're just going to go to scale this down at this point, if you want to, you could enable the x ray over here. Let's go z, and move it up. And we're going to move it about here. We're going to scale it so it's about this size. And make sure it's above the shoulders here. This is just a cube at the moment. Let's just right click and go subdivide. Let's go to our vertex select option. Before we move anything, let's enable x mirror. Now if we grab a vertex here, it'll mirror on the other side. We're just going to move this in, let's grab this vertex and move it in here, grab this one. Move it up a bit. Then with this one, we're just going to move it in this way and grab the middle vertex here. And go to move it down these still roughly look like squares. We're going to press A to select them. All right, click and go subdivide. Now we can refine this a little bit more. Let's grab this one here. This one here. Let's move this one up over here. We really want to make sure we maintain these squares as much as possible. Something like that. There we go. Looking about right here. Then we're going to press eight, like everything again, right click and go subdivide. You guys, see where we're going with this? Just making sure everything remains more or less a squares. Let's bring this one up here. Let's grab this vertex. Move it up a little bit. Now we have the top part here. We're just going to go ahead one more time. Eight, everything right click and go subdivide. Now what we're going to do is we're going to go to our edge select option here. We're going to just left click on this edge over here and holding and shift select the next edge and so on. We're going to go down till we get to this edge at the bottom of the arm. Then we're going to go to extrude, let's extrude it out to about the middle of the arm, and we're going to go R to rotate. Then come in here, control R hovering over this. And enroll the middle mouse button to add in three segments, like then double click. Let's come in turn off x mirror, since it's no longer relevant. Now let's just grab this half over here, make sure it's only in fact, let's go to a face select and select this half here. You can see the blue line running in the middle. We're going to go x and lead faces under our modifiers tab. Let's go add modifier. Let's give it a mirror. Let's enable clipping. Now we can go over here. Let's come in here, control R adding a loop, double click. If it's not enough of a gap here, let's just go double just to slide, just to make this gap a bit smaller. You can see here, this is the main segment here and then this is the main bit of the dress. Let's go over here to our face Select option. We now have to strip faces running here, holding and shift. Let's just select all of these over here. Now we're going to over to our materials tab and this is going to make things a bit easier for us for now. I'm just going to turn off the x ray. We're going to go new. Let's just come to the drop down and give it to close. There's already a clothing material that have added in this blend file. Then we're going to go Plus, and then we're going to go a sign. While we still have the active, we're going to click a sign and then go new. Let's just call this away just to remind us that we're going to cut that section away. Let's go and make it just something like bright blue. We're not actually going to see that. Then what we're going to do is we're going to select all of these faces over here on this side, on the other side of this blue section here, we're going to go and a sign. Let's just go, let's call this clo or clo two, let's go and that a lighter red, something like that. Or maybe even leave it like a creamy white. The idea here is just so we can see the different segments. Before we go any further with that, let's now continue making the rest of the address. We're going to go to our Edge Select Option in our front view here. We're going to go Shift and Alt and left click to select this bottom loop of edges. Let's go over to our x ray to enable that. Again, now we're going to go to extrude, and we're going to extrude it down two, I was going to say about just past the knees. Then we're going to go to our vertex option. Let's just select this T over here and just move it in just to even these out a little bit like. Just to even out the spacing. When that's done, we're going to go in here. Control R, double click to add an edge to the middle. And let's just go select this vertex and end, enable our proportional editing. And then go and then roll your middle mouse button to control the falloff and which is going to bring out a little bit, we're going to come over here now. Control R over here. And then roll the middle mouse button until we roughly have a bunch of squares. Double click. And then come hovering over this edge. Control R or command R to the s yellow line. And then roll the middle mouse button until you have a rough looking squares. Double click. Now we have this we're going to do is we're going to go to our face Select, Deselect everything, and then go Shift Alt. And in the middle here, let's just left click on this edge to loop select. You can also just click and drag to select them like let's go and give it a cut away material and assign it. Now we know that needs to be cut away. Now let's go and turn off x ray. If all of just done, we're going to press a to select everything. Let's just maybe scale it a little bit by pressing. And then just to move it out a bit. Now we're going to go to extrude. And extrude it to the back here, making sure that nothing sticks out, just all the way to the back. Now we've got to get rid of some of the opening. Let's come down here and select this face here. Shift and control. Or shift and command. And then left click on this face and it should select everything. And then you're going to go X and letose faces. Then going to go to the opening over here. Select these four faces, X and Let faces. Then obviously the neck over here. Let's select these faces here where the neck are. Maybe just free, we'll do, let's go X and let those faces, okay, that's looking good. Now we just need to go shift Lt and left click to loop, select all of these faces. And shift left click to select all of these faces. Another thing you can just do is going to wire frame and select everything by clicking and dragging like that. One way or another, just make sure you have all of those selected. And then you're going to go X and you're going to go Only Faces, that's really important. Then you're going to go holding shift. Just select these faces over here to the blue at the back here. Holding shift still, you're going to select these guys, we're still holding it in. Just select these guys over here. And then at the back, anything that is blue, make sure to select it. Then you're going to go X, and you're going to go Only Faces. Now we have all of the segments of the dress made. Let's tab back out. Make sure to save by going control or command. Then you're going to go over to your physics. You're going to give this a cloth. Remember all of the things we've learned so far? First of all, let's take our quality steps up to 12. We want this to be able to collide with itself. We're going to go down to our collisions and enable self collision. Let's make the quality steps down here for the collisions five. Then we need to go under our shape, we need to go to the sewing option. Let's start with a sewing strength of 15 for now and then make sure to save, also select a character. Go over to your physics, and I've already added a collision, but if you're ever doing this with your own characters, make sure to add a collision to the surface. We're now going to come to frame one, and we're going to hit Space Bar. Now we can see our dress snaps onto the character. Let's just hit the space bar. Just pause for a second. Let's select a dress and just go right click and go shade smooth. Now you guys can see we have a dress. The reason we do these segments like this is that gives us the ability to see where it makes seams and the clothing folds around seams. In this case, the dress is a little bit tight. Let's go to frame one. All we have to do now is tap into edit mode and just a select everything just slightly scale it up by pressing to move it out a little bit. And just move it up a little bit. Now we can go back into object mode and from frame one we can hit the space bar again. Now we can see that looks a lot better. Now I'm quickly pausing here to show you guys something. If you see these gaps are too big here, that can mean one of a few things. You may have to go back into edit mode, make sure you can frame one. That may involve you having to grab your proportional editing and in wire frame, select some of these vertices and just move them up just to create a little bit more area here. Another thing I'm going to do is just select these Verte over here in the end and go X and delete as I feel like that's a little bit too many. Tab back out. Let's also just go down to our physics or our cloth and we're just going to go to our self collision. Under the self collision, let's just make the distance here 0.005 instead and make sure to save. Now if you go from frame one, we hit the space bar, those gaps should be a little bit smaller. You can see if they're still not closing fully. You can also try taking under the shape, go to the sewing and increase it to 22 instead of 15. Go back to frame one, and then hit the space bar. Now we can see it all snaps together quite nicely. I think we're almost at the point where we can case this out. But there are few things I'm going to do. You can leave the colors if you want. I'm just showing you guys how to do them, but for me personally, I'm just going to select them and I'm just going to go ahead X and I'm just going to press X and delete diverts it. Just so I'm going to have it more open like this but that's just personal preference. Then what I'm going to do is I'm just going to select a row of faces here. And then I'm going to match it exactly on the back like, and I'm going to go X and only faces. And then I can select these middle faces, like I can go ahead and assign the cloves to material. And now we have like a little middle section here. Now we can see what that looks like. Okay, that's looking pretty cool. One more thing. The collision distance between the character and the clothing is a bit big. If you select our character, we can go over to our physics under the collision, we can come here to the soft body and cloth. Let's make the outer 0.001 Let's take the inner and make it 0.1 Now we're going to have less of a gap. So if you've got a frame one and we hit the space bar, you can see now that this gap is a lot smaller. There we have a dress, we can add a few extra details at the bottom. One thing you could do that's really fun is you can come here and select every second edge, like so. Do the same thing at the back, then go to extrude. And extrude it down on the Z and then go shift R to repeat the action. Then you can go over here to individual origins, and then just press and scale each one of these down to a point. Now we have a little bit of extra detail here at the bottom. It looks cool optional, but I think it really adds a bit of extra flavor to the dress now that we have a dress on our character. To show you guys how to cache this out, let's go over to our cloth. Let's go over down to our cache. And let's set the end frame to 110. Let's have it starting at one, Going to save. And go ahead and click Bake. The cloth simulation has now been baked. Now if you play it, we can see it in real time. How cool is that? The reason I marked frame 13 is we can now come to the start value and make it 13. Now we don't have that pose, we just have a looping animation that runs 13-110 Now what are a few extra things we can do to make this dress look cool? For a start, we can select a dress. We can go to our properties. Let's go ahead and give a subdivision surface modifier. Let's go ahead and give it a solidify to give it a bit. Now we only have to come here to the thickness and bring it in a little bit and have a look at that, how cool. Now we have a completed dress simulation that we've made in blender. I really hope you guys have enjoyed this course just like that. You now have made your own dress simulation in blender. This was just a basic dress, you could definitely add a lot more details to this. You can make it based on an actual dress pattern. I was just showing you a very simple way of making a dress and where we have these different pieces sewing together. You could use that method to add in seams anywhere you want. Delete them, and that way you can make these segments using this way, I really hope you guys have actually been able to follow along, make some cool stuff. If you got stuck on any of this, you can go ahead and look at the provided files. I will be including this one. That is the completed dress simulation, so you guys can actually look at it as well. In the next video, I'm just going to talk about some final thoughts, some challenges for you guys, some things you can try out with this new knowledge you now have of cloth simulation in blunder. 11. Final thoughts : This is the final video and we've now concluded this little skill show course on Fred Cloth simulation. Now at this point you guys are going to take what you've learned and do some fun challenges. First of all, you're going to go ahead and take what you've learned with the basic example and see how you can incorporate that into your own fun little project. There's a lot of things you can do. You can vary the animation. You can make a different type of flag. Maybe you can make a cover on a table. Maybe you can make some laundry on a washing line. The sky is the limit to what you can do with some of the basic cloth features in blender. Then if you want to take things a step further, you're going to now make your own article of clothing. You're free to use the provider file that I've given you guys, But what would be even cooler is if you have your own character that you've animated or your own project file and you can incorporate the cloth that way. This is really not just about getting you guys to copy exactly what I do. This is about learning something new and then incorporating it into a useful skill in your own Fred workflow. I really hope you guys have enjoyed as anything I can do to improve this in the future or some more things I can cover. Feel free to mention all of that in the discussions. Thank you for watching.