Mon, Feb 3, 6:51 AM CST

Renderosity Forums / Poser - OFFICIAL



Welcome to the Poser - OFFICIAL Forum

Forum Coordinators: RedPhantom

Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 03 12:46 am)



Subject: Once again converting conforming to dynamic..help please


kanaina ( ) posted Fri, 13 August 2010 at 6:08 PM · edited Mon, 03 February 2025 at 6:45 AM

Have tried the process suggested by Phil C.  ....got nowhere.  Must be missing steps or somethng.  Can anyone assist with the necessary steps? Little steps.


TrekkieGrrrl ( ) posted Fri, 13 August 2010 at 6:15 PM · edited Fri, 13 August 2010 at 6:18 PM

 Load the clothes you want to convert.

Load figure it should fit.

Export as obj. I suggest exporting it to the Desktop where it's easy to find :)

Delete conforming clothes.

Import OBJ into Poser.

Go to cloth room.

Clothify imported obj.

Calculate simulation.

done :)

FREEBIES! | My Gallery | My Store | My FB | Tumblr |
You just can't put the words "Poserites" and "happy" in the same sentence - didn't you know that? LaurieA
  Using Poser since 2002. Currently at Version 11.1 - Win 10.



kanaina ( ) posted Fri, 13 August 2010 at 6:27 PM

That is impressive.  Thanks.  Here's a bit of a problem. 
1.. what is the export process, and does it have to be fitted and conformed to the figure it fits before exporting?
2.  Delete conforming clothes from the document window only?

  1. Specifics on the  import process.
    See I need small steps there are gaps in my experience.


kanaina ( ) posted Fri, 13 August 2010 at 6:54 PM

In fact I'm working on it as I write and whine.  The export and import process allows for
multiple options that my books etc.  don't help enough with.  Need a guide thru this maze.
No kidding.  And judging from how many hits this has taken in 5 minutes I'd say a number
of people have the same question.  Cause the hits came but few answers.

Help?


TrekkieGrrrl ( ) posted Fri, 13 August 2010 at 7:17 PM

 Right.

Assuming you're using clothes that is made for the character: Yes it should fit on frame one.

Again, assuming you want to actually pose the character, do that at frame 30 (you CAN do it at frame [earlier] but IMO the simulation needs some frames to settleand look best and the default 30 is a good number to work with.

The reason why I put the "delete conforming" was that you don't need it twice. Once you've exported it, it's redundant. Delete it to get rid of it, then import the unified obj.

the reason why you do the export/import thing at all is to get rid of the grouping found in the original obj. It's just the easiest way to do this.

And export AND import with everything unchecked. You CAN check the Weld Vertices but IMO it desn't really matter if you do. IF things start falling apart, try checking it.

Also.. Some conforming clothes just aren't made to be made into dynamics and will fall apart no matter what. It depends on how they're modeled really.

My latest two items im the store (and the one I'm working on) is all made first as dynamic clothes and THEN made into a conformer. That way I'm sure it'll work both ways. Before I knew that, I modelled things that would work fine as conformers but would fall horribly apart when used as dynamics.

So if something doesn't work, don't think you're doing sometrhing wrong. It's just the way the clothing is made.

and most conformers can be coerced into working, by assigning certain parts to soft decorated groups. but some few items just won't work no matter what :)

FREEBIES! | My Gallery | My Store | My FB | Tumblr |
You just can't put the words "Poserites" and "happy" in the same sentence - didn't you know that? LaurieA
  Using Poser since 2002. Currently at Version 11.1 - Win 10.



TrekkieGrrrl ( ) posted Fri, 13 August 2010 at 7:18 PM

 Oh and let's say you're using something that isn't made for that character. Then you must make a pose that fits the clothes at frame 1, before you run the simulation.  That can sometimes be a B*TCH!

FREEBIES! | My Gallery | My Store | My FB | Tumblr |
You just can't put the words "Poserites" and "happy" in the same sentence - didn't you know that? LaurieA
  Using Poser since 2002. Currently at Version 11.1 - Win 10.



kanaina ( ) posted Fri, 13 August 2010 at 7:52 PM

Thanks so much for the time you are spending with this.
OK.  Coming along.  I'm exporting as a wavefront obj.  That seems to be the only option to
export as an obj.  Unchecked everything.  Deleted original then imported the obj.  Did the fit
and zero pose beginning at frame one.  New pose starts at later frame.  In cloth room the calculations begin and them before the progress bar comes up they fail.  So the problem would seem to be in the import/export process.  With items created as dynamic I have no problems.
So is it something wrong with Import/Export.


TrekkieGrrrl ( ) posted Fri, 13 August 2010 at 8:03 PM · edited Fri, 13 August 2010 at 8:04 PM

 Not necessarily. If the calculations fail it's generally a sign that something is wrong with the obj (OR that there is major intersections going on at frame 1 - and you've outruled that already)  And that's not your fault but may be due to how it's modelled.

What exactly is it you're trying to clothify? :)

FREEBIES! | My Gallery | My Store | My FB | Tumblr |
You just can't put the words "Poserites" and "happy" in the same sentence - didn't you know that? LaurieA
  Using Poser since 2002. Currently at Version 11.1 - Win 10.



kanaina ( ) posted Fri, 13 August 2010 at 8:30 PM

It's a skirt from an outfit called Zenia.  Has a texture called Blinded by the light.  Hoped to use
it as a dynamic.  Only has trim, clasps, and skirt.  Any ideas?


FSMCDesigns ( ) posted Fri, 13 August 2010 at 9:04 PM

Quote - It's a skirt from an outfit called Zenia.  Has a texture called Blinded by the light.  Hoped to use
it as a dynamic.  Only has trim, clasps, and skirt.  Any ideas?

Generally, any conforming outfit with small bits, such as clasps, bows, belts, buttons etc doesn't not do well when used as dynamic. The clasps might be why it is failing. I tend to look for conforming outfits that will work well when turned into dynamic and this is the main problem i had in the past.

best, Michael

Regards, Michael

My DeviantArt page


kanaina ( ) posted Fri, 13 August 2010 at 9:18 PM

Your assistance has been appreciated.  But here is a request.
Could you build a split skirt that hangs low on the hips like the one I'm trying
to use?    If you took a look at it and then did your magic....say what?
Kana ina


markschum ( ) posted Fri, 13 August 2010 at 10:29 PM

In the cloth room , specify clasps , buttons as hard or soft decorated group.  Often those things just fall off during the simulation anyway.


ErickL88 ( ) posted Sat, 14 August 2010 at 4:59 AM

There's also a little free tool (Python script) by D3D to convert figures to props:

http://d3d.sesseler.de/index.php?software=poserpython&product=figure2prop

I used this a lot lately and it works perfectly (on the confirm. cloths that lets you do the job, because, as mentioned above, apparently not all confirm. cloths can be converted to a prop)



Replicant ( ) posted Sat, 14 August 2010 at 6:19 PM

This tutorial by SVDL sorted out all my problems with dynamic clothes. Very easy to understand. The main things to remember are to parent your obj to your character's hip when you re-import it and reimport onto an unmorphed Vicky in frame 1. If her body shape has not been altered the imported clothes should fit perfectly. Then just add whatever body morph you want at frame 20 or wherever you have your keyframe for your figure pose.

http://www.renderosity.com/mod/tutorial/index.php?tutorial_id=868


Expert in computer code including, but not limited to, BTW; IIRC; IMHO; LMAO; BRB; OIC; ROFL; TTYL. Black belt in Google-fu.

 


TrekkieGrrrl ( ) posted Sat, 14 August 2010 at 7:52 PM

 I've seen that "parenting" thing mentioned several times and never personally found it made any difference. Or rather, the only times i've seen it make a difference, it has been for the worse, things distorting or loading totally off.

But yes, if you want to use a morphed character, start with an unmorphed at frame 1. Just as you pose it later on during the animation, you morph it later, too :)

FREEBIES! | My Gallery | My Store | My FB | Tumblr |
You just can't put the words "Poserites" and "happy" in the same sentence - didn't you know that? LaurieA
  Using Poser since 2002. Currently at Version 11.1 - Win 10.



Nauerth ( ) posted Mon, 23 August 2010 at 11:28 AM

I have been following this discussion intently.  I have always wanted to turn conforming clothing to props and clothify and failed before.  My experiments are beginning to work now.  Thank you.

My first surprise was the obj file coming back a tenth the size that it went out.

Great art is simple; but, simplicity requires the greatest art!


dorkmcgork ( ) posted Thu, 26 August 2010 at 1:40 AM · edited Thu, 26 August 2010 at 1:45 AM

if you have those buttons and belt loops and stuff, they may be mapped to a different material.  in this case you can make groups out of them with the group editor and export them each.  one of the issues you run into with converting is that the mesh might cross itself, and with the belt loops and stuff this can be one of the problems. anyway, it's likely that those geometries are not actually connected to the original mesh but floating on it.

if there's no way for you to separate those parts by material, a nice little deal i do is go ahead and make the mesh dynamic, but make the material lighter in the cloth room, and on first frame raise it high as hell in the air, give many frames to the sim.  the cloth will "fall apart" as it drifts down, and you can move around in the simulation with the group editor making groups.  then, you can take the floating things and on the next pass, place them in the soft decorated or hard decorated groups.

also if you the sim isn't moving at all, you'll need to use the group editor to pull out from the geometry just the basic shape and import and export.  if that basic shape isn't working you're shit out of luck. you can fix it of course...if you can find where it's broken.

here i'll talk you through turning v4 boy shorts into dynamic.

i say "export obj" then uncheck universe and check the body parts.  not body though.  when you get the dialog box check the following:  (im using P6 for this)

include existing groups
weld body part seams.

don't check any other.

then delete the fig.  import the object.  uncheck every single thing in that dialogue box

open the group editor, delete all groups.  you're gonna make new ones anyway.

cloth room make new sim.  clothify.  move the obj up in the air.  under simulation settings, don't check anything, don't want the cloth colliding with itself.  give it enough frames whatever you need, then for fold resistance put in something low like .1. 

then run the sim.  the cloth falls apart!  wee.  now just move around in the animation, use the group editor to make new groups.  i make the base group, which is the cloth wrapping the body itself, then another for the little bands that fall off.  these bands are the edges of the conforming cloth that give it depth.  they'll still work!  when you make your groups, make sure you make materials for the groups in the group editor too.  you'll need em.

save the obj.  it's a prop now.  load it on to your char.  you can squeeze it too skinny for the char, and make the char skinnier in the first frames and grow the character to size in the animation, it'll grow the cloth nicely.  when you run your sim, make sure you take those bands that were not part of the base cloth and make them part of the soft decorated group. 

the cool thing is you can still use the textures from the figure.  BUT you can't load the textures from the pose file you need to find them yourself in the material room.  and of course since you made the material zones on the cloth you can change the soft decorated or whatever textures you want.

works for me!  i'm working on a biggish project right now where i did that.  i'll post an image in a day or so.

go that way really fast.
if something gets in your way
turn


dorkmcgork ( ) posted Thu, 26 August 2010 at 1:46 AM

lol i realize now you probably don't need to check include existing groups since we just erased em.  o well.

go that way really fast.
if something gets in your way
turn


dorkmcgork ( ) posted Thu, 26 August 2010 at 1:55 AM

not totally off topic buy this is important...if after you've made your cloth and you're ready to run a sim on your char, if at any point that cloth will be in an area where the figure's geometry will cross itself, like the armpit or the joint where the thigh meets the hip, the sim will at least crack the cloth and possible crash totally.  around the joints you need to either use baggy cloth, or load magnets or morphs to pull the geom away from where the cloth will be.  not usually a problem in a single pose single pic thing, but a bitch in animation. this can get pretty complicated but it's totally doable.

go that way really fast.
if something gets in your way
turn


Elfwine ( ) posted Mon, 20 September 2010 at 12:20 AM

@ dorkmcgork

I know you've been a bit busy with a big project lately, but I was just wondering when the promised image will be uploaded.

kindest regards

 Don't sweat the petty things, and don't pet the sweaty things!  ; )


rjjack ( ) posted Mon, 20 September 2010 at 12:42 PM

file_459416.jpg

@kamaina

i don't know if you have the Aiko3 or the V4 version, i have the A3 version and based on several tests i have done this item is not suited to be used as a dynamic cloth.

the mesh is not a light one with 25k polys, the calculation dynamic phase take half an hour, usually this is 1-2 minutes on my machine for a good cloth, the simulation take 60 -120 seconds by frame, usually i go below 10 sec/frame for a simple scene with one figure and one dynamic cloth.

And when the simulation is finished you got a lot of flying polygons**
**


Joisan ( ) posted Tue, 21 September 2010 at 3:09 PM

I'm actually looking to do the opposite.  I can't get a certain dynamic dress I'm using to fit my pose properly, so I want to make it a conforming dress.  How would I go about doing that?


Elfwine ( ) posted Tue, 21 September 2010 at 9:17 PM

Hey Joisan,

Taking a dynamic dress and making it conforming will take you down a very long road.
The dress will have to be "rigged". This consists of placing 'bones' in it and defining how it bends with fall off zones.

Best to search this forum (and the tut area) on the topic of rigging.

I don't know how to do it, but at least I'll try to point you in the right direction.

Good luck!!

 Don't sweat the petty things, and don't pet the sweaty things!  ; )


imagination304 ( ) posted Tue, 21 September 2010 at 9:30 PM

(bookmarked)


dorkmcgork ( ) posted Wed, 06 October 2010 at 1:00 AM

sorry i took so long to get back here.  but hey finished my project.  has 2 sets of conforming cloth converted to dynamic.  the shorts of apollo look particularly good i think.

here's the vid on youtube.

http://www.youtube.com/watch?v=d1x31NjBZjg

here's a pic in the gallery

http://www.renderosity.com/mod/gallery/index.php?image_id=2118200

go that way really fast.
if something gets in your way
turn


keelin ( ) posted Sat, 09 October 2010 at 3:55 PM

Just had to say how informative this was thank you


Privacy Notice

This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.