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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 26 2:05 pm)



Subject: Dynamic Clothing


4dogday ( ) posted Mon, 26 September 2005 at 3:43 AM · edited Mon, 27 January 2025 at 3:00 AM

I haven't tried a dynamic clothing simulation yet, I started to try it, but if I have to adjust the same dress to the same person for each different animation. Then that would be something that should be fixed. I can understand anytime you change a body shape you would have to adjust the dress for each hody style.

If I set up dynamic clothing to say V3 and I animate her with the dress, can I save V3 with that dress in the library files? There after any time I want to create another animation with V3 in her saved dress all I have to do is click on her with her dress on, and do another animation.

I know that I would have to activate a new animation with each different series of different dynamic dress simulation. Thanks


RealDeal ( ) posted Mon, 26 September 2005 at 4:15 AM

thats one way it works; put your V3 in, add the dynamic clothing, save your combo, do your animation, clear, reload your combo, do your next animation. (I think this is what your talking about, though) the dynamic cloth is not conforming; it is a fixed shape mesh. if you start your V3 figure in zero-pose, and your dynamic cloth items is for V3, when you add the cloth item to V3 it should probably look like it's draped; if you change the V3's arm position, for instance, the arm of the clothing won't change to match, you'll have to re-drape it or check "drape from zero pose" in the settings. If i'm doing a still image, i'll make the pose, lighting, etc I want in frame 30, then animate the cloth from the zero pose in frame 1 to the end product in frame 30. If I'm doing an animation...well thats complicated.


Acadia ( ) posted Mon, 26 September 2005 at 12:07 PM

I know what you mean. I love dynamic clothing, but hate having to restart from scratch each time, but it's a trade off that I'm willing to do in order to get that great drapey look you don't get with conforming clothing. I hadn't thought of saving the initial .pz3 prior to clothifying etc. I"ll do that the next time.. I may save some time.

"It is good to see ourselves as others see us. Try as we may, we are never
able to know ourselves fully as we are, especially the evil side of us.
This we can do only if we are not angry with our critics but will take in good
heart whatever they might have to say." - Ghandi



Jim Burton ( ) posted Mon, 26 September 2005 at 5:58 PM

I just started doing dynamic clothing, so I've got a lot to learn. ;-) I've got some dresses coming up at DAZ, I decided to include 16 frame animation poses instead of the regular poses that I throw in with most of my sets, I find 16 frames are enough ro clothify the dress in all I've tried. What is the deal in animation, anyway? Once the clothing gets to the "real" start will it keep up, or do you have to do a clothify for each frame?


RealDeal ( ) posted Tue, 27 September 2005 at 1:20 AM

Jim Burton: as long as you don't exceed the elasticity limits of the cloth, it should keep up with the figure as it changes. it's probably not the best way to do it, BTW, but if I'm going to be doing a animation where I CAN NOT start from something close to a zero pose, I'll figure out what the beginning is going to be, and make that the end of a 20 frame animation; run the drape/anim from zero-pose to that point, then export the cloth as a .obj. That way you can import the cloth to the weird twisted form, use that as your starting point for the animation as long as you turn off "start from zero pose" in your clothify settings. that sounded much to weird to actually make sense to anyone, but I can't figure out a easier way to say it.


Acadia ( ) posted Tue, 27 September 2005 at 5:40 AM

I pose at frame 30, and run a 60 frame animation. That's what I learned at Poser Fashion. I've tried other numbers and I find that starting the pose at frame 30, works the best. It takes longer, but to me it seems like it makes a huge difference.

"It is good to see ourselves as others see us. Try as we may, we are never
able to know ourselves fully as we are, especially the evil side of us.
This we can do only if we are not angry with our critics but will take in good
heart whatever they might have to say." - Ghandi



Tguyus ( ) posted Tue, 27 September 2005 at 6:14 PM

If my figure's starting pose is close to a zero pose then I might start the pose at frame 21 or even 11. But for extreme changes in starting position I use 31. Also, I duplicate the frame 31 keyframes at frame 30 and convert both sets of keyframes to spline break. I've gotten animations longer than 1000 frames to work well this way. The key is well-designed dynamic clothing so you don't get the dreaded "Cloth Simulation Failed at Frame XX"


Acadia ( ) posted Tue, 27 September 2005 at 10:56 PM

Oh!!! I love that! Will it be available for V3 or just Glamorous Vicky?

"It is good to see ourselves as others see us. Try as we may, we are never
able to know ourselves fully as we are, especially the evil side of us.
This we can do only if we are not angry with our critics but will take in good
heart whatever they might have to say." - Ghandi



Jim Burton ( ) posted Wed, 28 September 2005 at 9:40 AM

Thanks Acadia!- The Glamorous Vickie, Ingenue Vickie and Glamouros Jessi version should be up this weekend, the V3, SP and Aiko version next weekend. I thought I'd cover all the bases this time. ;-) One of the very nicest things about dynamic clothing is you don't have to match all those zillion body morphs, just set them in the last frame and Poser does it for you! makes it much easier to produce multi-figure versions of stuff.


RealDeal ( ) posted Wed, 28 September 2005 at 10:43 AM

Hah! My last pack had support for Dina, Mayadoll, Vicky 1,2,3 and steph3. Of course I couldn't actually get 'osity to accept it, might release it as freestuff if it goes another month without a sale at 3dcommune. I spent toooooooo much time on it for no one to use it. http://www.changestorm.com/products/DCP2 if curious.


diolma ( ) posted Wed, 28 September 2005 at 2:58 PM

"One of the very nicest things about dynamic clothing is you don't have to match all those zillion body morphs, just set them in the last frame and Poser does it for you! makes it much easier to produce multi-figure versions of stuff." Jim, It's always a good idea to add a few frames (usually at least 10) to the end of a simulation if you're using it for a still pic. It gives the cloth a chance to settle, and since nothing else in the scene changes it usually doesn't take long. Afterwards you can go back and pick the frame which looks best for your final render... Also, if you use the cloth room to ONLY adjust for morphs (or even for a different figure altogether), when the sim is finished (and for this the settling time is probably essential), you can use the grouping tool to spawn a new prop of the (now fitted) cloth and then add the new prop as a morph target for the original dress.. Cheers, Diolma



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