Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 24 6:22 pm)
Ok it's a little hap hazzard but it should work well enough.
If you are trying to fit it to a smaller morphed figure (say V4 to S4) set up the sim as normal, and morph the figure at frame 20. then add the whole mesh to the constrained group and run the simulation.
The sim will attempt to keep the mesh in the same position relative to the surface of the figure.
Once it has run there will probably be a few rough areas of the mesh, which can be smoothed out with the morph tool. Once that is done you can export the mesh at frame 30 to bake the transformations in.
If there are parts of the mesh that are way out, you can drape them out when you import the mesh back in and run it through another simulation.
Hope that makes sense.
John
Fugazi (without the aid of a safety net)
https://www.facebook.com/Fugazi3D
Quote - John, thank you. That worked exactly as I was looking for. It makes perfect sense now. Instead of fighting with the cloth position and scale, just let the cloth room do all the work and follow the morph. Thanks again!
No problem, glad to be of help to a fellow cloth room devotee :)
Fugazi (without the aid of a safety net)
https://www.facebook.com/Fugazi3D
What I usually do to make it fit a smaller figure, is that I parent the dynamic cloth to the figure, then in the first frame I scale the figure down a bit (in whatever axis needed), and then have the figure be at full size again in the 'final' frame, maybe 15-20 frames up.
Generally when working with dynamic cloth, I've find it works best to have the actual pose and character morph somewhere else than in the first frame. I usually work on frame 21 with my scene, and let the figure be completely zeroed on frame 1. That way I can pretty much control the simulation as I want.
Quote - What I usually do to make it fit a smaller figure, is that I parent the dynamic cloth to the figure, then in the first frame I scale the figure down a bit (in whatever axis needed), and then have the figure be at full size again in the 'final' frame, maybe 15-20 frames up.
Generally when working with dynamic cloth, I've find it works best to have the actual pose and character morph somewhere else than in the first frame. I usually work on frame 21 with my scene, and let the figure be completely zeroed on frame 1. That way I can pretty much control the simulation as I want.
I think I had tried that at first, but the cloth just rescaled with the parent. It also tended to fall out of shape by the time the caught up to it in size.
The method above has worked perfectly for me, so I decided to try to spawn a morph and use it on the original figure. I save the newly shaped cloth as an .obj, then try to import it back onto the body actor of the original cloth figure, as an FBM, but Poser ALWAYS crashes when I try this. Am I missing something about how the program works that won't let the obj be applied as a full body morph?
If you do scaling/parenting, the cloth is not supposed to rescale with the parent.. What you need to make sure is that the character is scaled -only- in the first frame. Make sure that all the values are set to 100% in the final pose, or it will just scale the whole thing. Also make sure to set the keyframes to linear in the animation palette, this will give you better results.
I had a lot of problems when I tried to do morphs from cloths and then apply it onto a figure.. The vertexes are often out of whack too.
There's a method to do this I have considered trying, but haven't done yet (Maybe someone else)
That's to make/use a bodysuit, run the cloth simulation with the bodysuit, so it covers the whole character and shapes as you want (Into a zero pose but with the character's morphs on it) Then you could export the prop and then use something like Morcloth to apply this morph to pretty much any clothing..
Quote -
That's to make/use a bodysuit, run the cloth simulation with the bodysuit, so it covers the whole character and shapes as you want (Into a zero pose but with the character's morphs on it) Then you could export the prop and then use something like Morcloth to apply this morph to pretty much any clothing..
It sounds similar to spawning a FBM of the character, and dumping that onto a cloth with Morphing clothes, correct? I was doing that but it got to be very time consuming, and my runtime size got out of control. I'm trying to do it all from inside Poser.
I guess you're right about that. I just thought it'd be nice to have a morph for each character that can be applied quickly.
Also in Morcloth you can export the morph as an inj pose, so it doesn't actually have to clutter the runtime all that much.. I'd just keep all those in one folder somewhere, sorted by character and outfit. :)
But if you get the method you're trying to set up working now, I'm really interested in it too.
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I have gotten hooked on dynamic cloth since figuring out how to use it, I even converted some clothing figures to props to use in the cloth room. I have been through the tutorials on how to use it and it is pretty simple to match a clothing item that has areas smaller than the base figure (poke-through before the simulation is run). I just use morphs in frame 1 to reduce the size of the figure. But how would I get a clothing item to match a figure that is SMALLER than the clothing item to begin with? I tried scaling the x, y and z scales on the clothing item down to fit inside the figure, then used an extreme emaciated morph on the figure to fix any poke-through. The final result was that the clothing item was bent and twisted, and did not match the figure. The best I can rekon is that the item has deformed too much by the time the morph in the figure has caught up to it for it to be able to match the figure. Anybody know how to fix this?