Modeling Cloth for Blender 2.8 is out

Modeling cloth is an interactive cloth simulation engine. You can click and drag, add wrinkles, shrink cloth around objects mix softbody and cloth effects together and so much more. Rich Colburn’s goal is to make it on par with Marvelous Designer.
Modeling Cloth for Blender 2.8 has lots of fun new features. Keep in mind the builds of 2.8 are changing rapidly so I’ll do my best to keep on top of it but it might not work in some builds.

Why is this tagged [$] ? The Blendermarket link is a Donation model, and the addon is actually free.
Bought a support pack. Great Tool. Putting the Pins in a group and scaling them easily would be nice to have. How would you go about handling bigger meshes? (over 1400 Vertices, sizes like Paul Pepera on Artstation) I have been baking small parts and assembling them. Can’t wait for more polish and tools.
Bigger meshes is just a question of optimizing the code. I might look into gpu compute if I get enough support. There are some other optimizations I’m working on as well.
Grouping the pins is a good idea. Maybe you can give me some more details on how you would like that to work. I’ll put it on the feature development list.
Thanks!
A simple solution would be to put them in a seperate collection named after the object (eg: [ObjectName]_Pin_Collection). This would allow to hide them in the viewport and collapse them in the outliner. Something like this:
if (bpy.data.collections.find(‘Object_Pin_Collection’) == True):
pin_collection = bpy.data.collections[‘Pixeler’]
else:
pin_collection = bpy.data.collections.new(‘Object_Pin_Collection’)
bpy.context.scene.collection.children.link(pixeler_collection)
pin_collection.objects.link(pins)
More like this… not that you need it:
if (bpy.data.collections.find(‘Object_Pin_Collection’) == True):
pin_collection = bpy.data.collections[‘Object_Pin_Collection’]
else:
pin_collection = bpy.data.collections.new(‘Object_Pin_Collection’)
bpy.context.scene.collection.children.link(Object_Pin_Collection)
pin_collection.objects.link(pins)
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I like it. With code examples and everything.
Should be easy to do. I’ll put it at the top of the feature list.
Thanks!
wowsers, that’s a pretty impressive cloth solver running in python!
meanwhile I’ve been trying to do simple physics on bones and found it challenging.
I’ve worked on something similar. The api for bones is a bit tricky. I think I know where you’re going with it though. Maybe we should talk further.
Send me an email if you want to discuss.
[email protected]
Best!
This runs really smooth for me. Spread the word about this addon, it is amazing. Could use a catchier name…
Wow, this has the potential to compete with a particular commercial app which is a pretty marvellous simulator but $50 per month ;)
I think I know which designer app you’re referring to.
I’m already planning to add the basic features and compete with them. I’m looking into partnering with a couple other developers.
How difficult would it be to account for the vector field from force field objects in the future?
A lot easier than most of the things it’s doing.
I’ll go ahead an put it on the feature request list.
Thanks!
You’re welcome.
It would be great to see some more informative descriptions (and well of course also documentation at a later phase) rather than a single 1 hour long video… (even if it’s a simple static webpage)
People have to first know what they are dealing with without too much hassle to see whether it is worth their time/money and whether it even relates to them or not.
I mean in today’s world the representation/advertisement matters a lot, even for something that is free.
Anyways keep up the good work.
Hi Richard,
Is the grab feature affected by the Unit System + Unit Scale? I have Imperial/0.0254 and I have to zoom out and drag the mouse fairly far to get the grab feature to pull the cloth enough to be noticeable. Thanks!
It could be the unit scale is affecting it. It’s a bug that I need to fix. If you switch to orthographic mode it works like it should. I think I need to multiply the vertex movement by the view vector matrix or something like that. It’s on my to do list.
Thanks!
Awesome! I didn’t realize I was in perspective mode. It works great in Ortho (using 2.8 RC2). Thank you!