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Step 1 : import the character obj file
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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
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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)
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Step 3 : Prepare the cloth
Select your character group. 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. |
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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. |
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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.). |
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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. |
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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) |
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Step 5 : mapping the object for poser
Import your obj file export in UVMapper. |
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