Create a structure and give them a cloth effect

Create a structure and give them a cloth effect

xefil
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Message 1 of 8

Create a structure and give them a cloth effect

xefil
Participant
Participant

 

Hello to all,

 

I'm new on Fusion 360 and would like to have a help in following the right workflow to accomplish a little task.

I should create a support for an irregulat ornament. It's a hollow torso ornament.

Actually i've not an image with me, but is simple to explain, I hope!

It's formed by a cloack on the shoulder and down to the back and a head. So the front part is missing (the torso), so the ornament is going to fall forward.

I need so to create a support that fills the torso creating a structure. I don't need to recreate a body (toooo complex). A structure is enough, that should have then a cloth (wave) effect on the front.

Having a missing torso, I'm able to measure the distance from the end of the cloak to the inner shoulders in many points. that should give me different measurment points. After that I should concat all those points to create the upper support line. So I should have a box that fits the upper side.

After that, I should apply a wave/cloat effect on the front.

 

Hope I've explained the task I need to accomplish.

 

Any help, Idea?

 

Many thanks!

 

Simon

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Message 2 of 8

mavigogun
Advisor
Advisor

It sounds a task more suited to Blender.     If Fusion is the only option, I'd create a figure-shaped former in the Sculpt workspace, finished to a BRep Body, then follow with a fresh Sculpt to create the rippling cloth, using the previously contrived Body to conform to.    If naturally draping cloth is your goal, anticipate a great deal of tedious work.    As upside, if persisting, you'd have a solid grasp of what is possible (or not) in the Sculpt workspace.    You might also experiment with Converting the product to a Mesh for smoothing- I'd like to see what utility those tools might present to the task.      In any case, your foe will be self-intersecting surfaces preventing a finalized, commutable form.

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Message 3 of 8

xefil
Participant
Participant

Oh wow, seems not exactly a beginner work.

I've began using Fusion some months ago, so, moving to Blender is not an option, even if Fusion is not easy for me as well. I was hoping for cloth it was easier (some tools/plugins).

Any other suggestion is well accepted.

Thanks @mavigogun for your help!

Simon

Message 4 of 8

mavigogun
Advisor
Advisor

@xefil wrote:

 

I've began using Fusion some months ago, so, moving to Blender is not an option, even if Fusion is not easy for me as well.


 

After beginning a project some months ago, I was confronted by the same choice: do the best I could with tools ill suited, or learn to use a new tool.    In retrospect, the time demanded by the mismatch has far exceeded the cost of discovery.    More generally, I've learned from far more veteran designers, that most all such tools share common methodologies, area knowledge, and skillets; those same folks keep an array of tools close at hand.    Unless you quit, there will others after this project of the moment; the question for each of us to resolve is whether we intend to build a singular object, or a future.

Message 5 of 8

TrippyLighting
Consultant
Consultant

There are no automated, or semi automated ways to "simulate" cloth like that can be done in Blender (and really is not that difficult there either).

 

However, if you are not shy of doing a little bit of manual modeling work, this can be done with T-Splines and has the advantage that in the process you'll learn a now tool in Fusion 360.

 

 


EESignature

Message 6 of 8

xefil
Participant
Participant

 

Thanks, seems that this should the way to follow. I'll give it a try.

Meanwhile I'll need to measure the object; this will be another difficult part of the project due it's very irregular.

Or I need to find out a way to take the inner form

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Message 7 of 8

xefil
Participant
Participant

Hi all,

I was able to make some tests and now I'm blocked in my workflow.

Trying to convert the mesh to a body, I've got some issues on intersected faces. Deleting them all, I was able to convert it, but the result is an emply body, not filled. 

 

From here:

mesh01.png

To this:

 

mesh02.png

 

It's due the t-spline/mesh body is not closed?

 

How can I close it? The fill hole or bridge is not working well and it causes other incersections on faces.

Isn't possible to design the faces manually? The vertex that are not connected to nothing (design in an empty space) are not designed.

Thanks!

Simon

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Message 8 of 8

VladimirPudding
Observer
Observer

Marvelous Designer/Clo3D more up your alley. Also, Blender can do this now, so can Houdini, but still not better than MD/CLO. You could do it in ZBrush too. I don't know why these people didn't give you those 3 solutions. Tunnel vision, perhaps.

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