wheatpenny opened this issue on Apr 11, 2007 · 10 posts
svdl posted Wed, 11 April 2007 at 2:51 PM
Because those are dynamic clothes, it's fairly easy to fit them to other figures. Here's how it goes:
load the figure (e.g. Aiko 3). Uncheck inverse kinematics and set her in zero pose.
apply the shirt prop. It'll be too large.
move and scale the shirt prop until it more or less fits. Make sure there is no pokethru, if the shirt is too loose in places that's no problem.
scale Aiko's BODY down to x:95 %, y:90%, z 80%
go to frame 10 and scale Aiko's BODY to 100% in all dimensions;
go to the Cloth Room, and create a simulation. I recommend setting the Offset Depth and Collision Depth to lower numbers than the default 1.000. 0.3 to 0.5 tend to work pretty well.
calculate the simulation and find the frame between 10 and 30 that looks best.
if everything went as planned, you now have a shirt that fits Aiko pretty well. Export this prop as Wavefront .OBJ, uncheck all options. Make sure you're on the frame that looks best, and export as single frame.
Delete the simulation and the blose.
Go back to frame 1 and restore Aiko to 100% in all dimensions
Load the shirt prop from the props library.
Load the exported .OBJ as a morph target on the shirt prop. Give the morph a useful name (e.g. Fit Aiko). It's always a good idea to test the morph, if you set it at value 1.000 the shirt should fit Aiko pretty well, and if set at 0.500 vertices should not be flying around all over the place (could happen if the vertex order got mixed up).
if the morph is good, save the shirt prop back to the props library as a parented prop.
You now have a dynamic shirt with a "Fit Aiko" morph. Use the morph as you would use the button morphs on the V4 set - set the morph at 1 in the first frame of the simulation, and set it back to zero on the second frame, before calculating the sim.
Hope this helps,
Steven.
The pen is mightier than the sword. But if you literally want to have some impact, use a typewriter