Forum: Poser - OFFICIAL


Subject: making dynamic clothig props from conforming clothes

Lonezoner opened this issue on Oct 13, 2004 ยท 6 posts


Lonezoner posted Wed, 13 October 2004 at 12:33 PM

is this possibile? I have tried but with very limited success clothes fall apart or Poser locks up in the cloth room....any help would be appreciated..:-)


nomuse posted Wed, 13 October 2004 at 12:48 PM

Several things need to be done. One is that you need a single group; the whole mess has to be welded. Fortunately, you can do that by exporting from Poser with "Weld Body Parts" and "As morph target" checked (would be smart to zero the garment first, of course; un-comform it, open joint editor, hit "zero figure" then open hip and body and make sure there are no translations there. Also, as I understand it, the clothing will fail or crash if the clothing mesh is intersecting the figure mesh at any point. For tight-fitting clothes, you could have a painful time with scaling and magnets making sure the clothing doesn't touch skin anywhere. For loose-fitting clothes, the job is a bit easier...except that clothing is also not allowed to intersect ITSELF. Hope that helps you get started. This has been asked before and a careful search should pull up more detailed replies from others.


bushi posted Wed, 13 October 2004 at 2:13 PM

I've been tinkering with this same thing for a couple of weeks. By building overly large clothing figures in Wings3D, I've avoid the intersection problems. The image is one of the tests after re-importing the mesh. It works best if you build fairly low-poly meshes and use the CR2 method to make them into conforming figures. If you use Wings3D, you can take the .obj after posing, weld it and smooth it a couple of times to get nice flowing folds. In this case, I'd do another drape step after re-importing to get the mesh to sit better on the Poser figure.

The steps work like this:

  1. Create the mesh in Wings3D
  2. Slice it up into groups. I do this in Wings by assigning a material to each group then change the usemtl statements to g statements in a text editor. You could also create the groups in Poser.
  3. Run the mesh through UVMapper to set the mapping.
  4. Use QuickConform to convert the mesh to a figure.
  5. Set the fall-off zones.
  6. Conform the clothing and pose.
  7. Export the posed clothing to a new .obj. Re-import and drape. Export the draped .obj.
  8. Import the draped .obj to Wings to smooth. Export.
  9. Hide the clothing figure and import the smoothed prop.
  10. Drape again if desired and apply materials.

It seems like a lot of work but goes pretty fast after doing it a time or two. The biggest problem is making certain that pose is finalized before hand. Any changes
means having to pick up at step #7. Also, this works for static poses rather then animations.


PhilC posted Wed, 13 October 2004 at 2:39 PM

Attached Link: http://www.philc.net/tutorialsIndex.htm

You may find the tutorial "Converting Poser 4 clothing into Dynamic Clothing for Poser 5" on my site helpful.

philc_agatha_white_on_black.jpg


Lonezoner posted Wed, 13 October 2004 at 3:54 PM

thamks to all for the imput..I'll keep trying...:-)


Grey_Tower posted Fri, 15 October 2004 at 6:20 AM

I understand that if you scale the figure and clothing so there are no intersections in your first frame, then set your clothing back to the original scale and the same with your figure (activating) any morphs, at the last frame...you can avoid the intersection problems and the clothing will shape itself to the morphed figure.