Sheedee opened this issue on Nov 06, 2012 · 20 posts
vilters posted Tue, 06 November 2012 at 10:13 AM
Load your figure in the "T" Pose. Load all morphs you want in your figure.
Now the trick.
Find the clothing object and take it to a modeling app.
WELD all groups.
Export as one single welded clothing object file.
Back In Poser:
Make a animation with your MORPHED figure in the "T" Pose and zeroed out.
All IK removed, body and hip at X,Y,Z 0.000 and Zero rotations in the Joint editer. Just to be sure and safe.
MAINTAIN the "T" Pose and ZERO for the animation.
At frame ONE, scale the figure to X=70 and Z= 50
At frame 30 let your figure GROW again to X=100 and Z=100. => In the animation your figure will grow back to its original and morphed size.
Load your welded clothing obj file at frame ONE.
Scale your welded clothing figure as close as you can around your in X and Z scaled down morphed figure.
But do not touch or intersect it.
Run the simulation with collition set at 0.3 offset and 0.4 for depht.
Poser will GROW the figure back to X and Z 100% at frame 30, and by doing so it wil push the clothing to a perfect fit over your morphed figure.
True ZERO of the figure AND the cloting are absolutely required for this to work completely.
Export the simmed clothing as a obj file.
Delete all.
Open Poser
Load your exported clothing item and go to the setup room.
Load the rigging of your figure and let it autogroup the clothing.
Save as clothing figure to the library. Delete te clothing that is in the screen.
Now from the library drag your new clothing over your morphed figure.
Voila, done; Clothing over a morphed figure.
As you get better you can play with the settings to let the figure grow, and with the collition settings in the cloth room.<
Happy Posering
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"!