Forum: Poser - OFFICIAL


Subject: Dynamic clothing tutorial (BASIC)

vilters opened this issue on Dec 16, 2006 · 36 posts


vilters posted Sat, 16 December 2006 at 8:19 AM

Basic Dynamic clothing, as it seems that a lot is going to be build.

 

I use a free 3d Soft from www.anim8or.com but any 3D soft can do the same.

 

Build (after learning the basics) a rectangle of x=3, y=10, and z=1 surfaces.

Select the poly’s to make the sleeves, and open up the ends for the head, the hands and the legs.

Shape the dress as close as you want, but do not overdo it. I stayed very rough.

Subdivide, and build into mesh.

Export as *.obj file.

 

Open poser and select your model to fit the dress.

In the first frame set the body to x=80 and Z=50

Import the dress obj into the first frame of your animation.

Use the scale buttons to fit the dress to the model so that there is no skin visible any more. (the dress obj may not touch the model obj.)

Go to frame 15 (+/-) and set the figure at x=95 and Z=95

Go to the last frame and set your desired pose. Check that the figure body is now at x=100 and z=100.

 

Run the cloth simulation.

It should work out OK.

Select your favourite hair and materials, and render.

 

For advanced options, you can import the Poser figure already into anim8or and adapt the dress better to the model.

 

In this tut I did not even UV map the dress. But you can do that, and build a texture for it to get better results.

Also, you can use transmapping to get a V shape for the neck, or other options like lace.

I hope the screen grabs will explain it better as I do.

Greetings, Tony

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


vilters posted Sat, 16 December 2006 at 8:19 AM

Rough shape

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


vilters posted Sat, 16 December 2006 at 8:20 AM

Subdevided and ready for export

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


vilters posted Sat, 16 December 2006 at 8:21 AM

Importing into Poser , and fitting over the figure., using the x,y,z, buttons of the dress and the y-tran to place it. You see that the figure is at x=80 and Z=50. Dress obj may NOT touch the figure

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


vilters posted Sat, 16 December 2006 at 8:23 AM

After running the cloth simulation for 30 frames. Poser pushed the dress in shape over the figure. I only used 30 frames for this as it worked very well.

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


vilters posted Sat, 16 December 2006 at 8:25 AM

The rendered model. As the figure itself has a displmacement map, and the cloth room does not know that, I had to set the dress at  Z =103 to overcome the displacement. But here is the render with a cloud added. (Clicking on the images will open them up)

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


vilters posted Sat, 16 December 2006 at 8:27 AM

And here the mat room settings I used. Hope you liked it.  VERY BASIC tutorial, I just wanted tio give the new users some info to get them on the road.

Also, I like to keep things simple.
As you saw, I let anim8or do the work, and I let Poser do the work.
I just feed in the basics.

Tony

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


Jadelu posted Sat, 16 December 2006 at 9:37 AM

Very clear and helpful, thanks!


pakled posted Sat, 16 December 2006 at 9:44 AM

it's THAT easy!?  s'cuse me while I kick this guy..;) j/k..;)

I wish I'd said that.. The Staircase Wit

anahl nathrak uth vas betude doth yel dyenvey..;)


vilters posted Sat, 16 December 2006 at 9:59 AM

Easy is very relative.
From idea to posting took me something like 32 minutes. (including the resizing of the screen grabs.)
So it is not that hard at all. (once you know the basics of your preferred 3D proggie and Poser 
Greetings, Tony

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


Acadia posted Sat, 16 December 2006 at 10:33 AM

Fabulous!  Thank you for that!

"It is good to see ourselves as others see us. Try as we may, we are never
able to know ourselves fully as we are, especially the evil side of us.
This we can do only if we are not angry with our critics but will take in good
heart whatever they might have to say." - Ghandi



pakled posted Sat, 16 December 2006 at 12:03 PM

It beats creating a hollow primitive, and pushing and pulling each @#$ing little point or vertex into place, and still not getting something nice..;) Kudos..I'll try it your way next time..;)

I wish I'd said that.. The Staircase Wit

anahl nathrak uth vas betude doth yel dyenvey..;)


Tiari posted Sat, 16 December 2006 at 1:12 PM

I Think............ i love you.........

been trying to find out this information I cant tell you how long........

Now, to only learn the basics of my program lol


diolma posted Sat, 16 December 2006 at 2:52 PM

Yup, it's that easy! That's what I love about the cloth room, it can transform stuff very easily:-)

Above is one I made earlier (to coin a phrase)...

I got Hexagon 2 when it was on cheapo offer from DAZ, but initially I couldn't get on with it very well.

A couple of weeks ago, I tried again, and I'm hooked!
That dress took me about 6-8 hours total to model, plus a bit far-tarsing about getting the seams right and the material groups set up. And it all started from a box!

It's modelled around V3, and even though it's quite poly-heavy it drapes fairly quickly. IMHO, It's the best I've done to date:-) - although that could be beginner's luck..

Cheers,
Diolma



Tiari posted Sat, 16 December 2006 at 9:04 PM

Okay.......
maybe its not love, but......... longing lol.

Trying anim8tor....... me and 3d modeling programs dont get along lol, apparently i'm too stupid for the lingo


drifterlee posted Sat, 16 December 2006 at 9:58 PM

OMG!!!!! Thank you!!!!!!!!!


Acadia posted Sat, 16 December 2006 at 10:16 PM

Quote - Yup, it's that easy! That's what I love about the cloth room, it can transform stuff very easily:-)

Above is one I made earlier (to coin a phrase)...

I got Hexagon 2 when it was on cheapo offer from DAZ, but initially I couldn't get on with it very well.

A couple of weeks ago, I tried again, and I'm hooked!
That dress took me about 6-8 hours total to model, plus a bit far-tarsing about getting the seams right and the material groups set up. And it all started from a box!

It's modelled around V3, and even though it's quite poly-heavy it drapes fairly quickly. IMHO, It's the best I've done to date:-) - although that could be beginner's luck..

Cheers,
Diolma

That dress is lovely!  It isn't going to be made available by chance?  hint hint  :)

"It is good to see ourselves as others see us. Try as we may, we are never
able to know ourselves fully as we are, especially the evil side of us.
This we can do only if we are not angry with our critics but will take in good
heart whatever they might have to say." - Ghandi



pakled posted Sat, 16 December 2006 at 10:24 PM

now..a quick question.

Once the dress is 'fit' to the model, do you 're-save' the object? I presume that the points and vertices are being pushed into place, is it being saved in the object file as well?(which is actually just a big text file with some special language in it)

What I'm asking, is that once it's 'in shape', can I export it as an object, then have it come back in without having to render animation again? (That would be a first for me..never touched the animation yet..;)

If this is true, I can grind out clothes like sausages..;) I'll have to try it out.

I wish I'd said that.. The Staircase Wit

anahl nathrak uth vas betude doth yel dyenvey..;)


vilters posted Sun, 17 December 2006 at 2:24 AM

Yep, you can save the modified object.
You can save it as a prop, as a smart prop (parent to the hip) or you can export it as an obj file.

On previous test ; I did not even model the basic figure shape.
I imported the rectangle with the sleeves, let Poser do the pushing half way, and export the obj again to refine it in anim8or. (The model stayed in the neuitral pose.)
Start frame was at x=50; z=50 and I did a simulation to x=80 and z=80
Then exported the rough model to refine it, only THEN, I let anim8or do the subdeviding, and then reimported into Poser to de a seond simulation from x=70, z=70 to x=100 and z=100.

It is very easy to work on as long as the poly count stays low. Only subdevide when completely satisfied with the shape. And, save often.

The advantagre of doing it this way ( Poser do the modeling ) is that you only have to build one model of the dress. And Poser makes it fit any figure you want it on.

Tuning can be done with transmaps, displacement maps, and texture maps. You DO not always have to build a new obj. Ance you have a good one it is very flexible. If you have the time to wait for the render, subdevide aonce more, the cloth will flow even better ( but it gets slow)

Good luck eveyone, glad I could give something back.
Tony

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


diolma posted Sun, 17 December 2006 at 1:59 PM

"Yep, you can save the modified object.
You can save it as a prop, as a smart prop (parent to the hip) or you can export it as an obj file.
"

True, but only 1/2 the story..:-)

If you save as a prop (smart or not), the origiinal basic shape will be saved. It will have to be re-run through the cloth room to re-fit it.

If you save as a .obj, save from the frame you like best (usually one of the later frames, after the cloth has been "fitted", while it's settling down - very often the last frame).
This will save the cloth as it was after it had been stretched etc. Be warned 'tho, that any textures will probably be lost unless they're very simple ones (diffuse colour etc) as will any constrained etc. groups (at least, this was the case with P5, not sure about P6 and later). However if you just make material groups, using the grouping editor, then these will be saved with the .obj.

This can be taken one stage further later..
If you're building a still scene, it's annoying to have to go to frame 20 (or whatever) every time you load the scene.
What I tend to do now (for each character in the scene) is:
Get the cloth to drape propely on the posed character. Since this might take several attempts, I save a pz3 file all set to go just before hitting the "calculate simulation" button for the 1st time.
Once I'm satisfied with the result, I export the cloth (as .obj), the enter the animation pallette, highlight that whole frame and drag it back to frame 1. Then I delete all of the remaing frames (by setting the end-frame count to 0 - and agreeing to the nag popup), delete the cloth (which by now has reverted to its original state and import the saved .obj. Only then do I start apply the proper textures...
(I work variations on this theme, but that's the basic procedure I use..)

Cheers,
Diolma



diolma posted Sun, 17 December 2006 at 2:05 PM

@Acadia - the dress is already a freebie, but, alas, not here at 'rosity (I don't have a web site to host it on).

And the TOS prevent me from mentioning the site is is hosted on....

IM/PM me and I'll tell you where you can download it from (or if you don't want to go there, I'll e-mail it to you.

(PS - I'll be going away in a couple of days for a couple of weeks and will be off-line for that time.)

Cheers,
Diolma



Acadia posted Sun, 17 December 2006 at 7:42 PM

Quote - @Acadia - the dress is already a freebie, but, alas, not here at 'rosity (I don't have a web site to host it on).

And the TOS prevent me from mentioning the site is is hosted on....

IM/PM me and I'll tell you where you can download it from (or if you don't want to go there, I'll e-mail it to you.

(PS - I'll be going away in a couple of days for a couple of weeks and will be off-line for that time.)

Cheers,
Diolma

Thank you :)  I sent you a PM. I suspect I know which site you mean and  if it isn't too much trouble, I'd prefer to get the dress through email instead. 

"It is good to see ourselves as others see us. Try as we may, we are never
able to know ourselves fully as we are, especially the evil side of us.
This we can do only if we are not angry with our critics but will take in good
heart whatever they might have to say." - Ghandi



charlie43 posted Sat, 12 November 2011 at 10:24 AM

Quote - Subdevided and ready for export

 

Downloaded Anim8or to build this. After building the cubes and roughing out the shape, I subdivided the mesh from File->Subdivde Faces and it subdivided the mesh okay. Only problem is, I still have the box shape. None of the edges are rounded as in the image posted here. Can anyone tell me what I am doing wrong? I'm a Blender geek, so not too used to this app.

 

C~


vilters posted Sat, 12 November 2011 at 11:01 AM

Hello Charlie, can you post a screengrab?
In anim8or, there are 3 ways to subdevide a mesh.
Did you not get a menu with numbers in?

Have to go out now, will be back in an hr.

Oh, boy, I wrote this in 2006?
I'm getting old :-(

But I still use anim8or, nothing come close for KISS.
And it works like a charm.

Greetings Tony

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


Pol posted Sat, 12 November 2011 at 2:03 PM

Thank you very much Vilters.


vilters posted Sat, 12 November 2011 at 6:36 PM

Sorry for not coming back sooner.

For subdeviding in  anim8or you can:

  1. Select all vertices you want subdevided and in
    Edit => Subdevide faces.

2; Select your object. (be sure your object is selected)
Goto => Build => Convert to subdevided => And you will get a preview of your subdevided mesh. If pleased push => Build => Convert to mesh

3. Select your object. (be sure your object is selected)
Goto => Build => Subdevide faces
You will get a menu where you can select how you want your faces to react.
From 0.000 to? Try untill satisfied.

Happy Posering

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


NanetteTredoux posted Mon, 14 November 2011 at 4:53 AM

Excellent explanation Vilters!

Once you guys master the basics, check out Serge Marck's tutorials. He uses the cloth room as an intermediate stage in modelling clothes, for instance to make a gathered skirt.

Edited by Boni (Sorry, this once great tutorial site ... no longer exists the link goes to an inappropriate site)

Poser 11 Pro, Windows 10

Auxiliary Apps: Blender 2.79, Vue Complete 2016, Genetica 4 Pro, Gliftex 11 Pro, CorelDraw Suite X6, Comic Life 2, Project Dogwaffle Howler 8, Stitch Witch


imagination304 posted Tue, 15 November 2011 at 8:09 AM

Thanks.


aRtBee posted Wed, 23 November 2011 at 9:26 AM

some tips:

 - large polygons make the cloth behave 'thick' where small polygons make the cloth behave 'thin'. So, by subdividing selectively, you can create edges (hems?) and stiched strokes on your dress or T-shirt.

 - quad polygons make the cloth behave 'non-woven', like rubber, leather, fleece etc while tri's make the cloth behave like 'woven' like linen, wool, silk.

 - clothroom parameters are a world in themselves. The default settings are for common tablecloth. You might experience a need for different settings for properly representing leather, silk, lace, a medieval queens robe etc. Be my guest (Robynsveil started a lengthy thread on this a yer ago, having me and Bagginsbill kicking in. Great fun).

all the best.

- - - - - 

Usually I'm wrong. But to be effective and efficient, I don't need to be correct or accurate.

visit www.aRtBeeWeb.nl (works) or Missing Manuals (tutorials & reviews) - both need an update though


AmbientShade posted Tue, 27 January 2015 at 8:32 PM Online Now!

Here Tony, I think this is what you were looking for. 



vilters posted Wed, 28 January 2015 at 7:13 AM

 Ahaa, you made a new tread from the old tutorial.
Ok, I guess, I'll have to update it now that I am mostly working in Blender these days. LOL.
This was from way back in 2006, right after the Poser5 release and dynamic clothing was brand new.....
Thanks.

But, the "push to fit" trick still works
Building and only feeding the basic-basic object file and let Poser do the modeling work for you.

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


vilters posted Wed, 28 January 2015 at 7:16 AM

 Shane you should mark in the title: "Repost from 2006".

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


AmbientShade posted Wed, 28 January 2015 at 8:39 AM Online Now!

I didn't make a new thread. I just used the search features to find the old thread you were looking for. 

I put this image together to walk you through how to use the search function.

file_3636638817772e42b59d74cff571fbb3.jpFirst (step one) You have to click on the menu where it says Default, and select 'Advanced' - once you do, you will get a form with multiple search criteria. 

Follow the steps as I ordered them. They should be pretty self-explanatory. in 3 and 4 you can choose to search by days, weeks, months, or years. The red text is just an example. 

Once you have put in all of that, and you get the list of posts that the search pulls up for you, you will notice at the bottom of each post there will be this button:

file_a8f15eda80c50adb0e71943adc8015cf.jpClick on the button that says "Go to post" - you can control+click (in windows - i don't remember what it is in mac) to open it in a new tab or window, and it will take you to the full thread that contains that particular post. 

Hope this helps in your future searches. And to demonstrate that the feature is not broken. :)



vilters posted Wed, 28 January 2015 at 8:52 AM

Thanks Shane, this works.
A few days ago, I only got individual returns but never got to the full page.

This was to demonstrate the "push to fit" in the cloth room. (Or cloth room vertex push to let Poser do the modeling for you).

Ok, now that we are back on track, time to write a new one using Blender and some clearer instructions.
Thanks.Tony

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


AmbientShade posted Wed, 28 January 2015 at 9:29 AM Online Now!

Cool, cool. While you're at it, maybe you can include how to get Blender to morph across body groups, cause every time I try importing a figure, it cuts up the model into individual objects based on groups, and merging them together destroys the vert order. 



vilters posted Wed, 28 January 2015 at 1:21 PM

That "cutting up into individual groups" is only if you have standard Poser and should be no issue for a PoserPro version.
I"ll do a minitutorial for that one; It is dead easy.
I suppose you have PP2014?
Simple as a walk in the park.

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!