Fitting a cloth to another character Example 1 (2)
| In this step, our dress will finally shape up. As we have to delete all what we have done (simulation, animation, prop), the best is perhaps to close the session and open a new one. | |||||||||||
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1) Load judy.
2) Uncheck any item in figure > Use Inverse Kinematics 3) Save the default judy pose in a work directory as we will use it later. 4) Select judy body and in window > joint editor, click on zero figure to set judy in the initial state of the obj file. 5) Import the dress obj you have just exported, using the same way than in the previous step, using File > Import > Wavefront obj. Uncheck any option. |
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Now, go to the cloth room.
6) Create a new 30 fames simulation. Check only cloth self-collision. 7) Clothify your cloth object. Then in collide against, check the 3 ignore boxes. |
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8) Select your dress. Set your wiewport as hidden line. In cloth
groups, click on Edit constrained group. Zoom on the dress top and using
the group tool, select the verticies as shown on the right.
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9) You can now launch the simulation. Wait a little and at frame 30, your dress will be done. Finished ? Not already. | ||||||||||
| Now, to save your work, you will have to make a choice.
I have seen that some of the first cloth works for Poser 5 were saved for the pose you get when you "zero" the figure in the joint editor (you get the exact shape of the character obj file). I think this is a remainder of poser 4, as conforming clothes must be designed exactly around the character obj shape to work. We find too the option "start draping from zero pose" in the collide against window, perhaps for the same reasons. I don't see really the interest to do this, as for clothes props used in the cloth room, you can wrap them around any shape. If you read tutorials about cloth modeling for great modelers like 3DSmax, Maya, Lightwave, your will see that the character pose they consider to model clothes is the well known Leonard de Vinci one in his human proportions study..
Did you tried already to model pants for a character with legs very close ? The original obj pose is not the best to make clothes, it's the best for the character modelelers. As example, the forearm is bending because it's the only way for the modeler to give a good shape to the elbows. Do you see any interest for a bending forearm when you model a cloth ? So, as I don't found why I would have to save my work for the zero pose, I am used to save them for the default pose the character have when I load it, so when I load the cloth, it fit immediatly the character. But choose what you like. I you want the zero pose, you will be soon able to save your work. If you prefer the default pose, just make another simulation (we are not in a hurry when using the clothe room, isn't it ?) |
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10) In the work poses directory you already used, save
the judy zero pose
(your frame 1).
11) Set your animation last frame to 60, and do the same in the cloth room for simulation range in simulation settings. 12) On frame 30, load the judy zero pose, then on frame 60, load the judy default pose. So your cloth will steady in the first 30 frames like it has done in the previous simulation, then he will take the shape of the default pose in the next 30 frames. 13) Launch the simulation. |
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| If you save your work now, you could have a surprise :
poser will save your original mesh (the one in frame 1) and not the
simulation result (last frame). So as we have already done in the
previous step, we have now to
export it (beeing on the last animation frame), delete the old item and
import the new one again before saving it in props. The problem is that you will
loose each time your groups (here the constrained group), so you will
have to redraw them.
The next tutorial, I will give you a tip to recover them more quickly. |
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We have learned today :
Well, this one was easy because :
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Now, try more difficult : example 2 |
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