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Now we will test our work with a walk.
In poser, load Judy. Uncheck everything in use inverse kinematics. Select the body and zero the figure in the joint editor. Set the forearms bend at -21 (right) and 21 (left). Import the petticoat shape. Import the full dress.
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Set the last movie frame to 40.
On frame 11, load the 30 frames of the walk movie in the walkdesigner pose directory. Increase the shoulders bend, otherwise the hands will go through the dress (it's easier to do this in the graph display (edit keyframes window). |
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Our dress will have to collide with the
shape. The first idea would be to parent the shape to judy's hip. Simple
but this will not work : poser will get confused with body parts going
through the shape and you will see that your dress will enter inside the
shape. In fact we have to create a collision with 2 figures ; the shape
will be a "conforming cloth" (why to name it hip, mmmmmm......).
You are used to this work now : select the shape, enter the setup room, but this time choose in Clothes-P5 female a bikini (we have to conform to Judy and we are sure that this one will work). Back in the pose room, conform you new figure to Judy. |
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In the cloth room, create a 40 frames
simulation. Check cloth self collision.
Clothify the dress. In collide against, add Judy and the hip part of our shape (figure 2). Uncheck start draping for the 2 figures, check ignore hands and head for figure 1 and check the 3 ignore boxes for figure2. Now define the constrained group as shown on the left. Hear we will cheat (a little) : as our dress have 2 parts, we will select the bodice bottom and the skirt top verticies as a constrained group. So the two parts will be held together. Run the simulation......
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We can render now (don't forget to hide the
shape).
Well, not too bad for a firt test. But as we want a loop, the next time we will use a 70 frames movie, and import the walk at frames 11 and 41 : the first and last frame of the loop will be near if they are generated by the same figure movement (we will keep only the 30 last frames). |
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For the apron, we need to create a second
simulation Sim_2.
Import the apron obj file if not already done. In the cloth room, set your new simulation end fame to the same value than in Sim_1, and check cloth self-collision. Clothify the apron, and in collide against, check the dress and the figure1 (judy) hip only. This last one will be used by the constraint. Build a constrained group with the apron top verticies. Launch the simulation.
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Finished. Try to make better yourself : you can see that the constraints I choosed for the collar are not good : the cloth movement is not natural. |