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Now that we've set up the modelling for our bed,

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Let's add in the cloth simulation.

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I'm going to press Shift a and

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add in a new plane objects.

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We'll go into top view and then place this

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in the middle of our scene right about there.

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And then I'll press S and X and skill at all in the x,

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so it's a bit longer.

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And then we'll go into wireframe.

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I think that's a pretty good size.

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It's going to cover the entire bed,

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which is what we want.

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Now let's go into edit mode and sub-divide this plane.

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So we'll go into edit mode,

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and then we'll right-click and sub-divide.

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We can see we already have square faces, which is good.

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So for the number of cuts,

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let's go up to 100.

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And I think that is looking pretty good.

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At this point, we can go out of

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edit mode and select our objects.

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I'm going to be adding in a collision to

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both the mattress and the bed frame.

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So with the mattress selected,

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we'll jump over to the Physics panel

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and add in collision.

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For the friction. I don't

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want the blanket to slide around.

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I wanted to hit it and stay where it's at.

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So let's bring the friction all the way up to 20.

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The outer thickness right here.

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We also want to bring down or there's going to be

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a small gap in between where

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the blanket is and the mattress.

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So let's bring this down to a value of 0.01 and Enter.

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Then we'll do that exact same thing for the frame

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selected the object collision,

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set the outer thickness to 0.01.

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And then for the friction, I don't

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think we need a value of 20,

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but let's go up to a value of 10.

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Now let's work on the cloth.

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Select your cloth and click on a cloth just like that.

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To add in a cloth simulation,

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we can leave all the default settings,

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but we need to scroll down over to the collisions,

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open up this panel and turn on self collision.

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We also want to make sure the distance is not

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0.15 because that is way too high.

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Let's go down to a value of 0.001 on both of these.

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So the collision zeros are

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one and the self collision point 0,

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0, 1, and Enter.

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Now let's restart and then play

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this and we can see what it looks like.

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I might want there to be a little bit

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longer of a blanket on this side.

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So what we can do is restart.

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We can press S and Y and skill it out just a little bit,

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drag it back a little bit, something like that.

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And then we can play this one more time.

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So hit the spacebar to play it.

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And this will give us a better result.

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And now it's covering the entire thing.

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If for some reason you get this kind of effect

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where the collision isn't really working with itself.

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You can bring up the self collision distance

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just a little bit.

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Maybe a value of 0.005 will work.

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So let's try 0.005 and then we'll restart and play it.

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And I think this will work a little bit

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better. And there we go.

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We've now created a blanket for our modern bed.

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The next step is to press shift D on this object.

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Then we can press M and move it to its own collection.

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So select a new collection and we'll call it backup.

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We're about to apply the cloth modifier.

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So whenever you apply a modifier,

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you should always have a backup

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just in case you want to go back.

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Then we can uncheck it to hide it from the view.

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Select your cloth, go over to

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the cloth simulation and apply it.

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Next up, let's click Add Modifier and then we'll

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click on a subdivision surface modifier.

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Let's also right-click and shade it smooth.

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We'll go up to a view of two and that

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should help smooth out that angle right there.

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And that is looking really nice.

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As for the other modifiers,

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we need to add an a solidified to give it some thickness

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and let's drag it above the subdivision surface modifier.

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As for the thickness, Let's zoom in right

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here and we'll see how it looks.

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So right about there is good.

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So probably something with the default value,

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actually 0.01 will work pretty well for this situation.

