Making a shirt

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Step 1 : import the character obj file


- use the original file (in the geometry folder, not an export from poser, even with the joint editor with the "zero figure option)
- since Poser scale is very small relative to other programs,, enhance the size if you want to work easily (I use a x100 factor, which is a minimum)


We will use the P4 nude woman as template.
You need OBJ2MAX to import the obj file
File->import->type Wavefront obj->..../Runtime/geometries/P4NudeWoman/P4NudeWom.obj
Choose multiple import option and select only the part we need (this will save some memory) : forearms, abdomen, neck, chest, shoulders, collars and hip.
Set vertex scale to 100
Group the parts as they are already selected

 

Step 2 : draw the pattern

We will use clothmesh, but it could be metareyes as well, or a patch grid or a plane, even if those will not work as good.

Draw first the center part of the cloth using the parameters shown.

In hierarchy, center the pivot to the object, then set X and Y to zero in the Move Transform Type In

 

Then draw a sleeve using the parameters shown (the triangles should have the same size in the sleeves as in the torso).Adjust the sleeve to the torso : the vertices should connect as nearly as possible.

Then clone the sleeve and adjust the new one to the other side.With Edit patch, attach the sleeves to the torso.Select the vertices at the 2 "seams" and weld.

Name the new garment "front". UVWMap it planar. Collapse all.

Convert to editable mesh, Then assign a material 2-sided named "front".

Clone this "front" part and name the clone "back"

Assign a new material 2-sided named "back". (These materials will be used later in UVMapper)

 


Step 3 : Prepare the cloth

Select your character group.
Using the scale transform type-in, set the Y value to 1. Your character becomes flat.

Select your "front part" and using the move transform type-in, move this part a little ahead of the template.
Then select the "back part" and  move it a little behind.
Now select the "front" part and attach the "back" part, using the Match material IDs to material option of the attach list.

Select the vertices of the "seams" zones (first range only) and weld. Take care to keep the neck free.

If the space between your two parts is greater than the triangle size of the mesh, you will have to weld the vertices one by one. So your two parts should be as close as possible.

Step 4 : Using the cloth plugin

I will use here clothreyes 3, but you can get the same result with the others plugins. The parameters could be different.

Select the new cloth part and apply clothreyes.Click on "new scene"and name it as you want. Click on make fabric, yes, and modify the parameters as on the screenshot. Don't forget to zero the gravity for this step.

It takes a long time to master these plugins parameters. Playing with their values, you will get very different results.

Clothreyes3 doesn't manage groups very well , so ungroup your character template, select a part and with the attach list, attach all the others character parts.

Click on the scene manager, click on "add objet to scene" and select your character which will be now a collision object. Close.

Select your character.
In motion, create a scale key at 0 and another at 30.
In the time 0 scale key, set the Yvalue to 1 : your character is flat at begining and will found its normal size at time 30.

You must create your movie now because clothreyes3 will delete all the attributes of the parts created before applying the plugin.

Now let the plugin work : click "start calculation", set the end frame to 40 as the cloth need some frames to steady, and click OK.

When finished, collapse the cloth part and remove clothreyes from the character part stack (you will perhaps have an error message, don't but don't worry about it.).

We could stop here and save the obj, but  we will make the cloth a little looser using gravity.

As our "seams" are too emphasied, select the cloth, then apply a relax modifier (relax value 1, iterations 4) . Collapse all.

Create a new clothreyes scene with these new values. Add your character in the scene manager.

Because of the relax modifier, your cloth become smaller and you will have to create a new movie, and set your scale values at the first frame in order that the character doesn't intersect with the cloth. For me it was Xvalue 90 and Yvalue 80. But this time set a key for 100% scale at the 10th frame.

Let the plugin work again at least 40 frames.

Select in the frames generated the one your prefer. Collapse all and save the cloth as obj file.

You need MAX2OBJ to export the obj file (See tools needed before)

Step 5 : mapping the object for poser

Import your obj file export in UVMapper.

You will see that the pattern is perfectly planar, so no need as with traditional modeling to to mix parts with cylinder and planar mapping.

All what we have to do is to :
- separate the front and back part using the materials selection
- resize the whole mapping to have the exact proportion of our pattern. For this I use a checker map and I test the UVMapper obj export in Max until I'm satisfied.

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