My model uses an Lscript called
muscler for making a setup like in Messiah ,
you can also download it above.
In order for it to work properly, copy the Lscript
under:
or edit the scene with a text editor and replace
the path to where muscler2 is.
Ok Lets go on.
-
Open modeler and load PastorTut. The object
has 3 Layers:
-
The first layer is the body.
-
The second layer is the bones.
-
The third layer has the muscles in it.

-
Select layer 1,
copy,
make a new object,
paste the body in Layer 2,
and save it as PastorTutClosion.
Open the options panel (shortcut o)
and set patch divisions to 1.
Freeze layer 2 (shortcut D).
This layer will serve as collision object.
We could have frozen with patch division
2 or 3 but then the MD calculation time would
go up. It`s not worth waiting longer than
necessary.

-
Make a new object,
paste the same body we copied from the original
object in Layer 2.
Select the upper poly's,
delete the selected poly's (del).
Select the surface PstrCuerpo (you can easily
select a surface in the statistics panel
(shortcut w).
Select invert (shortcut ").
You should now have the boots selected delete
the selected poly's (del).
Save this as PantalonTarget (pantalon =
trousers).
Now we'll make the trousers.

-
You can put layer 1 of PastorTutClosion
as a background for reference (Ctrl+F5 to
open the objects/layers window).
At the abdominal part of PantalonTarget
there is to much geometry, reduce it like
the figure below.
Tip:
Weld points (shortcut w)
is useful here, after welding go to polygon
mode (shortcut ctrl H), open the statistics
panel (shortcut w), select
1 and 2 point polygons, and delete them (shortcut del).

-
Rename the surface to Pantalon,
(shortcut q) and check double
sided.
Select all polygons except the first upper
row of polygons and smooth-shift 1.5 cm,
adjust the waist with the background.
Use stretch, drag, dragnet, and magnet to
change the form to the one in the pic.
I also used bandsaw on the selected polygons
in the picture to add extra geometry where
necessary.

-
Now we need to assign fixed
and moving parts of the geometry this is
where we begin testing with Motion Designer
(MD).
Start off by assigning the upper row of
poly's a new surface, PantalonFix, (you can
also create an object part, MD support this
too. I have used surfaces because the different
surface colors help to explain things better).

-
Deselect everything,
copy,
paste in Layer 1,
open the options panel (shortcut o)
and set patch divisions to 2,
Convert to nurbs, because if we had tripled,
the poly's would cast strange shadows.
Hide layer 2, itīs only for modification
purposes.

-
Select the collision object
(PastorTutClosion) you saved earlier.
In layer 2, select the poly's between the
waist and the boot(including the upper half
of the boot) and paste in Layer 1 (to accelerate
the MD calulation).
Hide layer 2 and give a name to each layer.
(Ctrl+F5 - double click
a layer to rename)

Move the points between
the legs and boots up for a better calculation
as shown here.

-
Switch to Layout.
Open scene MDTut. This is a stand walk and
stop scene of the character. the motion past
frame 60 doesnīt affect the trousers so we
can set the maximum frame 60 for the trousers,
subdivision order is set to last so MD can
work with nurbs.
Open the MD option panel and set calculate
resolution to 50,
select property, environment and set gravity
to -9.8 on the y axis,
leave the rest of the parameters set to 0.
On the Objects panel,
set PantalonTarget:Pantalon target ON,
set PastorTutClosion:Piernas Collision ON.

-
For the Surface Pantalon
set these values weight 5, weight +- 2, spring
500, visciosity 5, resistance 2, parallel
resistance 40 %, substructure 1000, stretch
limit 80 %. PantalonFix fixed ON.
Now, for the collision object PstrCuerpo,
set skin thickness 0.02, friction 10, bound
force 2; PstrBota set skin thickness 0.01,
friction 10, bound force 2.
Press start. This takes a while, (for example
on an Athlon XP 1800 with Quadro2 it takes
4 to 5 seconds per frame). Have a look when
finished, what has happened?
It looks ok, but from frame 45 onwards the
trouser hangs up with the boot.
Raise the substructure to 3000 and there
is no problem there but now the pants go
through the boot.
Set PstrBota skin thickness to 0.015 and
pantalon sub structure to 10000, start again
and now it hangs a little at the right knee.
What has happened is this:
the trousers have weight maps left over when
we copied the collision object (they are
used to make the muscles bulge). This is
not what we want.
-
Switch to modeler PantalonTarget
layer 2, change the trousers fix surface
as in the next pic. This reduces calculation
time in MD. The pic shows only half of the
trousers to illustrate you better.

-
Open object PastorTut.
In layer 2, select the skelegons affecting
the trousers copy and paste it in layer 2
from PantalonTarget.
Delete all weight maps (best having plugin
Delete_xMap from D-storm ).
Execute vertex paint.
Go to weights,
calculate,
press calculate weights,
save.
Copy all except skelegons,
go to layer one,
delete everything,
freeze and nurbs.
Switch to Layout.
MD go to properties surface and Pantalon,
weight 5, weight +- 2, spring 1000, visciosity
15, resistance .5, parallel resistance
40 %, substructure 10000, stretch limit
80 %.
And now collision objects. PstrCuerpo skin
thickness 0.02, friction 10, bound force
2; PstrBota skin thickness 0.015, friction
10, bound force 2.
Now it looks Ok.
Now we need to have shear wrinkles in he
fabric, there is a parameter called Shear,
raise that to 1000 and lower viscosity to
10.
Looks better, donīt you think so?
Here, you can see the caracter with a vest,
only divxavi.