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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 20 6:12 am)



Subject: Question about dynamic clothing


AsteroidLady ( ) posted Sun, 22 March 2015 at 7:38 PM · edited Wed, 20 November 2024 at 7:38 AM

I watched some videos about dynamic clothing to see how it's done, and wanted to verify what the videos seem to be saying: Can you not use dynamic clothing with an already morphed character? They all said you had to zero the figure and inject a morph at frame 10 or something. The character I am trying to dress in this particular case is heavily morphed, in many different ways, and my experience with full-body morphs is that they don't look as good as the hand-morphed character they were created from, so I don't want to do that. But I do want to put a nice toga on him. Is there another way?


RedPhantom ( ) posted Sun, 22 March 2015 at 9:01 PM
Site Admin

If the figure fits inside the toga already morphed, then don't worry about it. If the morphs cause the figure to poke through, go to frame 10 or so, and with the body selected add a key frame. Then move back to frame 1 and zero out your morphs. The way you don't have to create a full body morph and the figure can fit in the toga to start with and then stretch the toga out along with the morphs as the simulation runs.


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EClark1894 ( ) posted Sun, 22 March 2015 at 9:22 PM

The way I do any cloth dynamics  works this way. I load my figure, and dynamic cloth in frame 1.  Zero the figure and make sure the cloth is fitting over it. with no pokethroughs. Next, go to the last frame. I usually use Poser's defaut of thirty, but that's just me. Inject your morph, and pose the figure. Ignore any pokethrus. That's pretty much it.

 When you go into the cloth room and set up your dynamics and collisions, just be sure to select "Zero figure when draping".

Your morphed figure will start out at frame 1, and should "grow" into the clothing by the last frame.




AsteroidLady ( ) posted Sun, 22 March 2015 at 9:32 PM

He doesn't poke through, it's baggy on him, I just want it to drape. Does it have to be fitted to a specific pose?


ElZagna ( ) posted Sun, 22 March 2015 at 9:48 PM

Well, typically you'll want to give the simulation a few frames at the end to let the cloth settle. If your model is still posing and morphing when the simulation ends the cloth may not look all that natural.

But back to the OP. The main thing is to make sure there is no poke thru at frame 1, and usually the easiest way to do that is to take RedPhantom's approach.



OS: Windows 10 64-bit, Poser: 10


AsteroidLady ( ) posted Sun, 22 March 2015 at 10:27 PM

There's no poke thru but I don't really understand how this works at all. If I don't zero his morphs at frame 1, then it amplifies his morphs and explodes him. It is resolved by zeroing him at frame 1 and restoring him at frame 30, that way it keeps my morphs and doesn't do anything weird with them, but the toga itself stays exactly the same, only the character changes. And it doesn't pose with him. He isn't posed yet, I'm still in the morphing stage, I have an idea of how I want him posed but I'm going to have to make it myself because it's very specific. But when I try out different poses with him in the toga, it doesn't pose with him, he slips out of it. It's parented to his hip, like the videos said to do.


EClark1894 ( ) posted Sun, 22 March 2015 at 11:08 PM

Dynamic cloth does not change poses. That's why you have to find the final pose you want in the last frame. When you zero the simulation and it starts to drape, the simulation will count from frame 1 to whatever the last frame is.  During that time, the cloth will move with the figure. But once the simulation ends, the cloth is frozen in that position. You can start over and run the simulation with a different final pose.




AsteroidLady ( ) posted Mon, 23 March 2015 at 12:56 AM

It came off of him and fell through the floor during the simulation.


seachnasaigh ( ) posted Mon, 23 March 2015 at 3:31 AM · edited Mon, 23 March 2015 at 3:34 AM

     You must set the doll to be a collision object for the cloth.  If it drapes to the floor, then the floor should also be a collision object.

     For a toga, you may also need to select some of the vertices at the top of the shoulder and assign those vertices to the constrained group, leaving the rest of the toga in the dynamic group;  this "pins" those constrained vertices to his shoulder.

Poser 12, in feet.  

OSes:  Win7Prox64, Win7Ultx64

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EClark1894 ( ) posted Mon, 23 March 2015 at 5:48 AM

I have to go to work this morning, however, and unless someone beats me to it, I've done a cloth simulation from start to finish and I've taken a series of screen shots to show you what to do. Unfortunately I won't be able to post it until I get home this evening.

If you can wait, I'll do it then.




EClark1894 ( ) posted Mon, 23 March 2015 at 6:07 AM

Just so you can see, though... this was the final outcome.file_7f6ffaa6bb0b408017b62254211691b5.pn




pumeco ( ) posted Mon, 23 March 2015 at 6:10 AM

Hot :-P


EClark1894 ( ) posted Mon, 23 March 2015 at 10:10 AM

I've decided that since this is a question that probably a number of people might have, I'm going to start a tutorial thread on the subject to make it easier to find.




TT ( ) posted Mon, 23 March 2015 at 11:53 AM

Hope this will help a little, found my old shawl image tutorial from my hd, still today I use it as basic tutorial. ;) What comes to the draping, you can allways go back to frame 15 and rotate you figure and then rerun the simulation. I do all changes on frame 15. If the clothing dont stay on the figure when you have set the collisions, you maybe need to edit the constrained group.

file_0336dcbab05b9d5ad24f4333c7658a0e.jp

"I like my species the way it is."


cedarwolf ( ) posted Mon, 23 March 2015 at 5:48 PM

THANK YOU everyone for starting this thread.  I'll be looking foward to the tutorials and discussions.  I've tried converting clothes into dynamic clothes, but to say the results were not good would be an understatement.  I'm sure there's got to be a reasonably priced script out there somewhere for automatic conversion....maybe works for both oser and Studio?


EClark1894 ( ) posted Mon, 23 March 2015 at 6:26 PM

Well, actually I was GONNA start a tutorial thread, but the forum wouldn't let me.  Too bad, I was on a roll. Oh well.




AsteroidLady ( ) posted Tue, 24 March 2015 at 1:13 PM

I was looking forward to the tutorial. :(  Can you just post it here? People searching "dynamic clothing" will find it.


heddheld ( ) posted Tue, 24 March 2015 at 1:52 PM

@ cedarwolf DS don't do dynamic the same as poser !! it needs a "special" [that's spelt expensive lol ] program to make its cloth

converting posers conforming to dynamic can be a bit hit and miss ~ some will work quite well so long as you weld the seams some wont work without a lot of modification in a modeler 


Glitterati3D ( ) posted Tue, 24 March 2015 at 1:52 PM

Well, there are tons of dynamic clothing tutorials already, but here's the cheat sheet........

1.  Load your figure and zero

2.  Load the clothing

3.  Select your figure in the drop down menu

4.  Move the animation arrow down the timeline (10 or better, 15-20 is best)

5.  Inject your morphs  (do not worry about pokethrough)

6.  Go back to frame 1 of your animation timeline

7.  Go into the cloth room

8.  New Simulation

9.  Check cloth self collision on the first screen

  1. Select your clothing prop

11.  Click Clothify and make sure you select the clothing, then OK

12.  Click Collide against and choose your figure from the dropdown and ground, etc. if it's necessary.  Ignore body parts that aren't necessary.

13.  Click Calculate Simulation button

When the simulation is finished go back into the Pose room, make sure your animation slider is at the last frame and render the image.


cedarwolf ( ) posted Tue, 24 March 2015 at 4:51 PM

Thanks Hed.  I always know I can count on you.


EClark1894 ( ) posted Tue, 24 March 2015 at 10:22 PM · edited Tue, 24 March 2015 at 10:24 PM

Just to let you know, we all keep learning. I just learned something myself about Poser's Cloth room and the Grouping tool. First, understand that i can't STAND Poser's grouping tool. Never liked it, never will.  So  I never really learned how to use it all that well.

However, I've also had a problem  with selecting somethings in the Cloth room to add to a dynamic group such as buttons. If you'll notice on the Dawn render I posted before, there are no buttons on the shirt.  No matter how hard I tried, I couldn't select all the verts of the buttons to add them to the rigid  group of the sim.  I had been told to select by material zone, but I couldn't figure out quite how to do that. The grouping tool didn't seem to see any mat zones. Finally, KobaltKween finally broke it down for me how to do it. The result is below... with buttons on the shirt.file_a5e00132373a7031000fd987a3c9f87b.pn




AsteroidLady ( ) posted Wed, 25 March 2015 at 1:48 AM

Thanks, everyone. I followed the steps above, and got it to basically do what it's supposed to do. There's still a lot of stuff in the cloth room that I don't know what it means. ("choreographed group"?) This is a very simple outfit and I just needed it to drape like cloth, but for future reference I'm wondering what all those controls do.


EClark1894 ( ) posted Wed, 25 March 2015 at 3:45 AM

Thanks, everyone. I followed the steps above, and got it to basically do what it's supposed to do. There's still a lot of stuff in the cloth room that I don't know what it means. ("choreographed group"?) This is a very simple outfit and I just needed it to drape like cloth, but for future reference I'm wondering what all those controls do.

Basically a choreographed group is smply the default way a particular way the cloth is supposed to act when it is being run in the simulation. There are four dynamic groupings you can assign the vertices of a cloth object to, choreographed which is basically the default setting, constrained, which makes the cloth "stick" to the underlying figure,  Rigid, hard things like buttons, belt buckles and zippers, and Soft, things like bows, ribbons, and belt loops and pockets. Any vertice NOT assigned to one of the other three will fall into the choreographed (default) setting.




EClark1894 ( ) posted Wed, 25 March 2015 at 5:44 PM

Another neat thing to know... Once you clothify the dynamic cloth for a simulation, you don't have to do it again. Check out this render. Same shirt. the only I changed was the final pose for Dawn.file_3636638817772e42b59d74cff571fbb3.pn




Glitterati3D ( ) posted Wed, 25 March 2015 at 6:02 PM

Thanks, everyone. I followed the steps above, and got it to basically do what it's supposed to do. There's still a lot of stuff in the cloth room that I don't know what it means. ("choreographed group"?) This is a very simple outfit and I just needed it to drape like cloth, but for future reference I'm wondering what all those controls do.

If you really want to learn how to use the cloth room to it's best effect, I highly recommend the Master Cloth Room tutorial for sale at RDNA.  Esha is a master with the cloth room and makes it easy - including the advanced functions she discusses.  There are 2 sets - one with just the tutorial and one with several pieces of Esha's dynamic clothing.  The tutorial is the same, the higher priced one includes the tutorial and the clothing. I bought it when it first came out and I have never regretted the purchase.


AsteroidLady ( ) posted Thu, 26 March 2015 at 6:03 PM

I searched the marketplace for "cloth room tutorial" and that didn't even turn up. I'll keep an eye out for it though.


Glitterati3D ( ) posted Thu, 26 March 2015 at 6:34 PM

I searched the marketplace for "cloth room tutorial" and that didn't even turn up. I'll keep an eye out for it though.

RuntimeDNA - sorry against the rules to link.


AsteroidLady ( ) posted Thu, 26 March 2015 at 11:03 PM

Ok. Thanks.


tchamberlain2 ( ) posted Thu, 07 May 2015 at 12:47 PM

I have a question that might have been answered already but could not find it on the forms. Can some one tell me whats the deal with trying to use dynamic clothes or hair with G2 characters in Poser? I have tried over and over to do it but when I press simulate it always crashes during the process. If I am doing something wrong and it can be done can some one please help.


RedPhantom ( ) posted Thu, 07 May 2015 at 3:44 PM
Site Admin

I was just able to get a dress for v4 to work on v6. I did get some odd points for some constrained verts but those were fixed with the smoothing brush.

Is poser crashing or is the simulation failing?

If the simulation is failing, the big thing to check is poke through. Also, if you're using conforming clothing converted to dynamic, those don't always work, try something made to be dynamic and if you can find it for your g2 figure.

If poser is crashing, it maybe the scene is too much for your computer. Genesis seems to take up a lot of resources. Try a very low poly dress (do you have any of Judy's?) and some very simple, sparse hair.

If this doesn't help, hopefully someone else with know more.


Available on Amazon for the Kindle E-Reader Monster of the North and The Shimmering Mage

Today I break my own personal record for the number of days for being alive.
Check out my store here or my free stuff here
I use Poser 13 and win 10


aRtBee ( ) posted Wed, 13 May 2015 at 1:43 PM

Cloth Room tuts have been done before [ link ]

- - - - - 

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


pigfish9 ( ) posted Sat, 16 May 2015 at 6:28 AM

I admit to skimming a lot of this thread, but I didn't see anyone mentioning parenting the dynamic cloth item to your figure--usually to the hip.  This also helps keep the cloth from falling off the body.


moriador ( ) posted Sat, 16 May 2015 at 2:27 PM

Lots of sweet tips here. I've been playing with a lot of freebies lately. It's fun resurrecting dynamic clothing for Vickie 1 and using it on a newer figure. If the mesh is good, it never goes out of style.

Something I just started doing with some of the lower resolution items that end up with a lot of jaggy quads after the sim: use Snarlygribbly's subdivider on the cloth prop after the sim. I use Snarly's subd, rather than Poser's, because with Poser's subd, a lot of props just explode. Snarly's is much more forgiving. Plus, converting a prop to a prop isn't a big deal. Just uncheck the "undo after render." The result is a much smoother prop that's easier to work with with the morph tool than some very low res clothing, plus it's now the shape of the dynamic morph, so if you accidentally delete your sim, you're not screwed. :) You could subd before the sim, if the mesh is so low res that it's causing collision issues and pokethru. But it's a much faster sim if you do it after.

For converting conforming to dynamic clothing -- and dealing with some issues you might come across -- this vid is pretty sweet:


PoserPro 2014, PS CS5.5 Ext, Nikon D300. Win 8, i7-4770 @ 3.4 GHz, AMD Radeon 8570, 12 GB RAM.


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