Forum: Poser - OFFICIAL


Subject: Conforming clothes tool

SSAfam1 opened this issue on Sep 01, 2009 · 66 posts


SSAfam1 posted Tue, 01 September 2009 at 10:31 AM

Hey guys.

I'm in the middle of compiling tutorial links for the Hexagon forum. I'd like all the clothing conformers that are available should someone not want to rig or use donor cr2s.

These are the ones I know of:

1.)Autogroup Editor used in conjunction with Tool Collection's (ConCloth)
2.)PhilC's Obj2Cr2.

Any others and what they're used with?

Different options are good.

Thanks!


chriscox posted Tue, 01 September 2009 at 12:27 PM

PhilC's Wardrobe Wizard

Chris Cox



chriscox posted Tue, 01 September 2009 at 12:39 PM

Quote - 1.)Autogroup Editor used in conjunction with Tool Collection's (ConCloth)

Why Autogroup Editor? Won't any thing that allows you to group the mesh, such as UVMapper, work in conjunction with the Tool Collection.
Do you mention Autogrouper because of the "Auto Grouping" feature.  Frankly, I've used it and found that it requires so much cleanup and can leave out the hip group that I am better off just manually grouping.

Chris Cox



SSAfam1 posted Tue, 01 September 2009 at 1:11 PM

Quote - > Quote - 1.)Autogroup Editor used in conjunction with Tool Collection's (ConCloth)

Why Autogroup Editor? Won't any thing that allows you to group the mesh, such as UVMapper, work in conjunction with the Tool Collection.
Do you mention Autogrouper because of the "Auto Grouping" feature.  Frankly, I've used it and found that it requires so much cleanup and can leave out the hip group that I am better off just manually grouping.

I use Autogroup Editor w/Con Cloth to make my conforming clothes so I knew for a fact those two work together. I supposed you're correct though. I didn't know of others...hence this thread.

Will add UVMapper to the list.


nickedshield posted Tue, 01 September 2009 at 1:18 PM

I too use AGE and ConCloth and have to agree with Cris that the hip is AGE's weakest point but it gets me close . AGE's strongest point is the ability to hide groups, very handy when trying to locate missing facets.

I must remember to remember what it was I had to remember.


SSAfam1 posted Tue, 01 September 2009 at 1:21 PM

Do you guys know if AGE will break up the character MODEL(i.e. V4) into parts for you?


aella posted Tue, 01 September 2009 at 2:42 PM

This is  a good thread for me I hate grouping and rigging.


nickedshield posted Tue, 01 September 2009 at 2:52 PM

SSAfam1,
I'm not sure what you are asking. The V4 figure is already in groups. If you mean will it group V4 to a clothing item it should.**
**

I must remember to remember what it was I had to remember.


chriscox posted Tue, 01 September 2009 at 3:04 PM

Quote -
Will add UVMapper to the list.

Besides AEG and UVMapper I know you can do grouping in Lightwave , pretty sure it can be done in 3d Max and there are probable a lot of others programs out there you can do grouping with. 

Chris Cox



Letterworks posted Tue, 01 September 2009 at 4:05 PM

I'm not sure what you mean by break up the model... AGE creates new groups in the model, depending on your software those groups will be read as either seperated parts or seperated areas of a single oject. For example Carrara reads the model and imports it as a single object, selectable with a single click, but you can select the groups (Called Name Vertices) and/or the material zones. However Improrted into Silo the Groups are treated as seperate objects so it you double lick the area of the thigh group only that part is selected. Poser will import the object written in AGE as a single welded object but it can then be exported in wither welded or non-welded configureation. hope this helps.

We use AGE, UVMpro, almost all of D3D's tool collection but especially the Con Cloth, and The Add Morph, we also use D3D's Morph Cloth and PhilC's Wardrobe wizards. we make the initial models in Silo but it doesn;t handle Poser Scale very well so we scale poser figures up by x10 in ScalerC3 and shrink them the same way. Once the objects are converted to conformers in Poser we do all tweaking to the objects in Carrara at native poser scale. (Note we used to and still would use Carrara exclusively, except Silo is a "smaller" program memeory wise so we can have more active objects without experiencing any noticable "control lag" so we like it for designing all of the interrelated parts to an outfit, then tweak each part in Carrara).


chriscox posted Tue, 01 September 2009 at 4:12 PM

Quote - we make the initial models in Silo but it doesn;t handle Poser Scale very well so we scale poser figures up by x10 in ScalerC3 and shrink them the same way. Once the objects are converted to conformers in Poser we do all tweaking to the objects in Carrara at native poser scale. (Note we used to and still would use Carrara exclusively, except Silo is a "smaller" program memeory wise so we can have more active objects without experiencing any noticable "control lag" so we like it for designing all of the interrelated parts to an outfit, then tweak each part in Carrara).

I also use Silo3d and work to scale with no problems.  I did set up Silo so the scale in Silo is pretty much the same as the scale in Pose, i.e., 1 meter in Silo is about 1 meter in Poser.  However, you may be using some features that I don't

Chris Cox



SSAfam1 posted Tue, 01 September 2009 at 4:27 PM

Break up my model(i.e. Maddie3, Milbaby3, V4) into groups like (Hip, Chest etc.)

My Poser 6 acts weird upon exporting. I am supposed to check, "Include body part names in polygon groups" but it won't allow me to check it. The only two options that CAN be CHECKED and UNCHECKED are "Include figure name in polygon group" and "Weld body part seams"

Once in a while it will work if I go and do something else then come back to the export screen. It usually never works for older generation figures. I like to model for Maddie so am stuck exporting her without checking those options.

When I get into Hex, I only see "Figure 1" in my tree but NO plus sign to see the rest the body parts.

If I were able to export it out of Poser with the options checked, it WOULD  list all the body parts. Then I'd be able to take it into AGE and click on all the parts my clothes touch (they'll also show in my AGE box) Otherwise, I'm unable to use AGE to group my clothes...unless I broke up the body parts myself and brought it in there...


Letterworks posted Tue, 01 September 2009 at 4:29 PM

Hey Chris! Or it may be that there are features in Silo we haven;t learned yet! Silo is a fairly recent addtion to the Studio here. Carrara's been around since it was Ray Dream LOL. Rather than hi-jack the thread (unless others are interested) can you send me a site mail with the procedure you used so we can try it out? Yeah Carrara has some tools that Silo doesn;t, and vice versa but anything to make things less complicated is a plus!


Letterworks posted Tue, 01 September 2009 at 4:44 PM

SSAfam1

AGE doesn;t work lik that.

With AGE you load in your clothing object_ without any groups at all.

You then Load in the target figure Object file (ie Maddie from the Geometry folder), which WILL load into AGE with att of her groups present.

You can then hit one of the 2 options that casue AGE to make groups in your clothing that "match" groups in Maddie (up  to the limits of the prgrams math and the vertices shape of the cltohing).

You can then use the selection tools in AGE to refine the automated groups (if you think you need to.. sometimes you really do and other times even tho the groups look a little ragid on strange they still work fine)

One more thing about AGE. I use it to experiment with grouping configurations more that UVMpro since AGE allows you to select the vertices ON A 3D model using a pointer, a lasso or a marquee tool and it's more visual and thus easier, to make detailed selections, for me at least, in AGE than in UVMpro.

PS we are in no way associate with the vendors of any of the tools mentioned other than as happy customers.


chriscox posted Tue, 01 September 2009 at 4:48 PM

Quote - Break up my model(i.e. Maddie3, Milbaby3, V4) into groups like (Hip, Chest etc.)

My Poser 6 acts weird upon exporting. I am supposed to check, "Include body part names in polygon groups" but it won't allow me to check it. The only two options that CAN be CHECKED and UNCHECKED are "Include figure name in polygon group" and "Weld body part seams"

Once in a while it will work if I go and do something else then come back to the export screen. It usually never works for older generation figures. I like to model for Maddie so am stuck exporting her without checking those options.

When I get into Hex, I only see "Figure 1" in my tree but NO plus sign to see the rest the body parts.

If I were able to export it out of Poser with the options checked, it WOULD  list all the body parts. Then I'd be able to take it into AGE and click on all the parts my clothes touch (they'll also show in my AGE box) Otherwise, I'm unable to use AGE to group my clothes...unless I broke up the body parts myself and brought it in there...

I use to have the problem with export options being grayed out, but switch to another app and back to Poser always ungrayed them for me. 
However, instead of exporting from Poser you might want to try opening up the origin OBJ file.
Also when using AGE you can open the source figure's CR2 file instead of the OBJ file.

Letterworks, I'll send a site mail a bit later tonight

Chris Cox



SSAfam1 posted Tue, 01 September 2009 at 5:12 PM

@Letterworks

We have a misunderstanding. I will show you diagrams. Brb.

@chriscox
Yes a couple of time going back after clicking on another application worked. Especially with V4 and G4 but never with the older figures.

The reason I exported from Poser is because you can uncheck which body parts to export in the hierarchy box. If I bring the entire body into Hex, I'll have to delete unused body parts one by one.**
**


SSAfam1 posted Tue, 01 September 2009 at 5:33 PM

Comparison between Maddie (unable to check, "**Include body part names in polygon groups"**) when exporting. and V4 (was able to get that function to work upon exporting)


SSAfam1 posted Tue, 01 September 2009 at 5:34 PM

When I load the source file in AGE for Maddie:


SSAfam1 posted Tue, 01 September 2009 at 5:35 PM

When I load V4.

I need all the groups listed in order to check which ones the clothes collide against. It works here but not for any model that I cannot export with "list poly group---like Maddie"

So is there a program that can break my Models up so I won't have to do it manually(ie. highlighting the hip, coloring it one color, the chest, another color etc.) for when Poser 6 decides to gray out that function?


chriscox posted Tue, 01 September 2009 at 5:46 PM

Quote - When I load the source file in AGE for Maddie:

I got the same thing with Maddie's CR2, but I was able to load in Maddie's OBJ file (blPSGirl.obj).
Also, you can delete groups from an object with UVMapper.

Chris Cox



SSAfam1 posted Tue, 01 September 2009 at 6:01 PM

Quote - > Quote - When I load the source file in AGE for Maddie:

I got the same thing with Maddie's CR2, but I was able to load in Maddie's OBJ file (blPSGirl.obj).
Also, you can delete groups from an object with UVMapper.

Ok will load the the blPSGirl.obj. Thanks! This will help a lot since I like to model for her and V4. Although I do others like Milbaby, M4, and G4.

What about the fix for Antonia? I did a dress for her but was unable to get that function to work upon export. Non working function = no AGE grouping.

Oh UVmapper does that? I'm learning some things about Mapper here. I thought it was only for producing your final template. I must try this out then.

Thanks again.


Letterworks posted Tue, 01 September 2009 at 6:39 PM

Yeah that's why I said to load the object file... I use the object file as the donor by habit these days since (for some reaon I haven;t really investigated) some CR2 files fail to load; but I haven't found an object file that won;t load. All of the original DAZ etc. objects files have the groups set up, only some dynamic clothing is saved without groups, or at least conforming groups, but that;s another story...

As for only exporting certain groups from poser... If you load the original object file in AGE, by unchecking to box next to the groups, you can make the group invisible, in both the donor AND/OR you clothing file (after they've been copied, of course) .


SSAfam1 posted Tue, 01 September 2009 at 7:11 PM

Quote - Yeah that's why I said to load the object file... I use the object file as the donor by habit these days since (for some reaon I haven;t really investigated) some CR2 files fail to load; but I haven't found an object file that won;t load. All of the original DAZ etc. objects files have the groups set up, only some dynamic clothing is saved without groups, or at least conforming groups, but that;s another story...

As for only exporting certain groups from poser... If you load the original object file in AGE, by unchecking to box next to the groups, you can make the group invisible, in both the donor AND/OR you clothing file (after they've been copied, of course) .

lol. I was so having duh moment...again.

When you said load the obj file, I was thinking...because I export as wavefront object that was the obj file. I kinda forgot it was a CR2 that was exported as an obj and NOT the obj from the Geometries folder.


pjz99 posted Tue, 01 September 2009 at 7:42 PM

It is better to work from the base OBJ, always, rather than export the character from Poser, because of a very old symmetry bug - the exported-from-poser OBJ will be offset slightly to the side, and if you model around that, you'll find that when you rig the new model as conforming, it won't line up with the character.  AFAIK this bug exists in Poser 5, 6, 7, Pro(7ish), and the current release of Poser 8.  If you model around the base OBJ, and you use a donor rig that is exactly the same as the conform target, at least the amount of offset will be the same (usually).

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SSAfam1 posted Tue, 01 September 2009 at 7:48 PM

Oh I just thought of another reason why I exported from Poser. You have to Zero the pose. How will I do that just getting it from the Geo folder and going straight into Hex?


Letterworks posted Tue, 01 September 2009 at 7:59 PM

@pjz99 I've been complianing about that offset for about 3-4 versions now. To be honest it's even worse, it is tied into the fact that Poser doesn;t handle enugh intergers after the decimal for it;s native scale and some strange offsets can tend to multiply depending how many exports and imports are made. So there really is a method to using the orignal figure object file.

@ SSAfam1 Well I model to the original figure shape for the most part. ecxept for high heels where I use a single generation pose and a donor Cr2 where I made my own JPs woth correction for the offset.

Another way I've heard of is to use the reverse deformation tool in DAS Studio, but I haven;t really tried it yet.


FrankT posted Tue, 01 September 2009 at 8:06 PM

Quote - Oh I just thought of another reason why I exported from Poser. You have to Zero the pose. How will I do that just getting it from the Geo folder and going straight into Hex?

The object from the Geometries folder is already zeroed

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SSAfam1 posted Tue, 01 September 2009 at 8:17 PM

Quote - > Quote - Oh I just thought of another reason why I exported from Poser. You have to Zero the pose. How will I do that just getting it from the Geo folder and going straight into Hex?

The object from the Geometries folder is already zeroed

LMAO. I'm sooooooooo slow.

Always, always, always a day late and a dollar short.

Thank you ALL.


Letterworks posted Tue, 01 September 2009 at 8:19 PM

Ok you;'re right the Geometries folder has the REAL zero posed object file, but a lot of content creators like to use the figure in the pose it's loaded into from the library, especially since DAZ started using the bent arms and drop toed Zero pose. It;s a little easier to work on the figure with the arms straight and the feet bend into a standing poser. This creates some problems in conforming tho, unless you take in account the offsets when setting up your CR2 file, which can be tricky.

Edit because I forgot to add, once modelled to the as loaded pose you can use the Cr2 offsets or tweak the bends in another program like Carrara, etc.


SSAfam1 posted Tue, 01 September 2009 at 8:27 PM

Quote - Ok you;'re right the Geometries folder has the REAL zero posed object file, but a lot of content creators like to use the figure in the pose it's loaded into from the library, especially since DAZ started using the bent arms and drop toed Zero pose. It;s a little easier to work on the figure with the arms straight and the feet bend into a standing poser. This creates some problems in conforming tho, unless you take in account the offsets when setting up your CR2 file, which can be tricky.

Noooooooooooooo. No more "tricky" stuff. Between this and Joint Parameters, I'll have a time trying to figure out why my conformed clothes isn't fitting exactly how it should.


pjz99 posted Tue, 01 September 2009 at 9:20 PM

I think it is IMMENSELY easier to model around a zeroed base OBJ of the figure, with the sole exception of something like high-heeled shoes - for some figures (V4, M4) this is pretty safe to do, for some (SP3) it is not.

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SSAfam1 posted Tue, 01 September 2009 at 9:25 PM

Quote - I think it is IMMENSELY easier to model around a zeroed base OBJ of the figure, with the sole exception of something like high-heeled shoes - for some figures (V4, M4) this is pretty safe to do, for some (SP3) it is not.

We shall see if this is the case for myself.

Definitely want to see how my rigs come out now since I always had issues with my conformed clothes and I ONLY ever used the cr2-obj.


SSAfam1 posted Tue, 01 September 2009 at 9:28 PM

Ok let's take a model like G4. You'd have to inject her morphs into V4(in Poser) to model around her. There's no Geo obj for her.


pjz99 posted Tue, 01 September 2009 at 9:58 PM

That's a huge flaw with DAZ's approach of distributing Aiko 4, Girl 4, and Freak 4 as a set of morphs.  I'd be really happy if someone has a workflow that makes this more practical than basically duplicating the morphs from the character to the clothing with something like Morphing Clothes/Wardrobe Wizard but I haven't heard of one so far.  The alternative is making all your fitting morphs basically by hand or with one of the magnet sets out there, but this tends to trash up fine details in the model like little chains or buttons or whatnot.  You also have the problem that scaled bones in the target character may not produce the same deformation in conformed clothing (i.e. the problems with Freak 4 right now).  If your clothing item has minimal detail, or if you are superhumanly patient (or getting paid a lot of money to be so), then this is perhaps not a big deal, but otherwise it really sucks.

I REALLY wish that DAZ had stuck to the V3/M3 style of distribution, where a drastically different figure got its own CR2, instead of this dumb morph approach, it makes it very painful to provide content for the more drastic characters out there like Girl 4 or Freak 4.  I'm guessing in advance they will do the same with Stephanie Petite 4, which will be tragic.

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pjz99 posted Tue, 01 September 2009 at 10:13 PM

You might read that and think to ask, why do I have this opinion?  The very first clothing item I ever rigged, I hadn't realized this.  It was really, really tough to rig, and I found that it didn't work well with other morphs.  I didn't know any better and didn't figure it out at the time.  Then I did a bunch of other clothing items with the donor method, around the base OBJ, and it seemed so much easier.  Later on I did pretty much the same thing that I'd done with my first rigging project, and this time I caught on when I got to the rigging stage, because most of the joints didn't work any more (even though that's not really all that drastic a morph!). 

Faced with an unknown amount of work trying to get it rigged right, knowing that I'd be plagued with crap like the tumbling falloff zone bug, I chose to just make a morph target that fit the base unmorphed V4, and switched the morph target with my model's base.  Now that model too will only work with that specific morph of V4.  Anything I'd do from scratch, I would ONLY do it around the base OBJ, except for high-heeled shoes like I mentioned earlier, and only for figures where the asymmetrical deformation bug does not show up.  YMMV.

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Believable3D posted Wed, 02 September 2009 at 12:51 AM

Quote -
I REALLY wish that DAZ had stuck to the V3/M3 style of distribution, where a drastically different figure got its own CR2, instead of this dumb morph approach, it makes it very painful to provide content for the more drastic characters out there like Girl 4 or Freak 4.  I'm guessing in advance they will do the same with Stephanie Petite 4, which will be tragic.

Er... Girl 4 et al DO get their own CR2, just not a separate .obj geometry....

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Software: Windows 10 Professional/Poser Pro 11/Photoshop/Postworkshop 3


SSAfam1 posted Wed, 02 September 2009 at 3:48 AM

Quote - You might read that and think to ask, why do I have this opinion?  The very first clothing item I ever rigged, I hadn't realized this.  It was really, really tough to rig, and I found that it didn't work well with other morphs.  I didn't know any better and didn't figure it out at the time.  Then I did a bunch of other clothing items with the donor method, around the base OBJ, and it seemed so much easier.  Later on I did pretty much the same thing that I'd done with my first rigging project, and this time I caught on when I got to the rigging stage, because most of the joints didn't work any more (even though that's not really all that drastic a morph!). 

Faced with an unknown amount of work trying to get it rigged right, knowing that I'd be plagued with crap like the tumbling falloff zone bug, I chose to just make a morph target that fit the base unmorphed V4, and switched the morph target with my model's base.  Now that model too will only work with that specific morph of V4.  Anything I'd do from scratch, I would ONLY do it around the base OBJ, except for high-heeled shoes like I mentioned earlier, and only for figures where the asymmetrical deformation bug does not show up.  YMMV.

That's a whole lot of "woman". lol

Awww I liked how they did the Generation 4 characters(being able to use a little bit of Vicky, a little bit of G4, and a little bit of A4 when spinning dials. Does sound like a PITA to rig though.

Modeled around an unmorphed base obj. Rig using donor method. Make morph target = The way to go!


SSAfam1 posted Wed, 02 September 2009 at 5:14 AM

3Dconnexion software---anyone use this while modeling?

Quote - 3Dconnexion motion controllers allow you to navigate more efficiently in the
3D scene while modeling.
These devices have a single controller that transforms your movements into
camera movements.
There are several types of motion controllers from 3Dconnexion: SpaceMouse,
SpaceBall, SpaceTraveler, Cadman, SpacePilot, and more.


pjz99 posted Wed, 02 September 2009 at 1:50 PM

Quote - Er... Girl 4 et al DO get their own CR2, just not a separate .obj geometry....

I may misunderstand, but I had thought that the rig was exactly the same and they're just a morph of V4/M4.  If they all share the same base OBJ (by gender anyhow) then that's still pretty much true, although the CR2 may actually be different.  I dunno, I didn't spring for money on these versions when it became public info that they were basically just morphs.

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Letterworks posted Wed, 02 September 2009 at 2:34 PM

When you by the new add-on packages you get injection morphs that can be used on the V4/M4 base figures AND a clickable CR2 in the DAZ people folder for the individual characters. I haven;t done a line by line comparison of the CR2s so I'm not sure if there are any differences from the Base V4/M4 CR2s.


pjz99 posted Wed, 02 September 2009 at 2:37 PM

If you don't get a new OBJ that is shaped to the base morph of any of those characters, then very likely DAZ is just saving you the trouble of injecting the morphs.

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SSAfam1 posted Wed, 02 September 2009 at 2:47 PM

Ok....how do you delete groups in UVMapper?

-So far I fired it up
-Loaded my model (bilPSobj)
-Edit------>Select------>By Group----->Head

Pressing "Delete" on my keyboard didn't do anything.


hborre posted Wed, 02 September 2009 at 3:07 PM

Make sure that the group is highlighted in red within a selection box.  The keyboard Delete should remove the group instantly.  Otherwise, select delete from Edit in the menu.  Now I am not sure if editing is possible with the free version UVMapper; I use UVMapper Pro.  Maybe someone else could clarify this issue.


Letterworks posted Wed, 02 September 2009 at 3:13 PM

You can't DELETE a group in UVM, What you have to do is load the object, select the Group you want to get rid of then go to Tools-Assign to-Group and run down the list in the pop-up and click on an attached group to combine it with. This effectively delets the group EXCEPT the name of the group will still show up in the lists until you save and reload the object.


nickedshield posted Wed, 02 September 2009 at 3:59 PM

SSAfam1**
If you are using UVMapper Pro you can delete groups. Select the group you want to delete from the drop down menu, Selection, by group. or ctr-g.** Hit delete key and you will be prompted about really wanting to delete the selection.
**
**

I must remember to remember what it was I had to remember.


chriscox posted Wed, 02 September 2009 at 4:00 PM

Quote - Ok....how do you delete groups in UVMapper?

-So far I fired it up
-Loaded my model (bilPSobj)
-Edit------>Select------>By Group----->Head

Pressing "Delete" on my keyboard didn't do anything.

Apparently it is not a feature in the Classic version

Chris Cox



SSAfam1 posted Wed, 02 September 2009 at 4:22 PM

Quote - > Quote - Ok....how do you delete groups in UVMapper?

-So far I fired it up
-Loaded my model (bilPSobj)
-Edit------>Select------>By Group----->Head

Pressing "Delete" on my keyboard didn't do anything.

Apparently it is not a feature in the Classic version

Ohhhh. Ok.


Letterworks posted Wed, 02 September 2009 at 4:41 PM

You can hi-light and delete vertices using any for the selection tools or select entire groups or material zone and delete the vertices. However the names of the groups and the material will remain listed in the drop down menus until you save and reload.

So it's my mistake on what sh was trying to do, sorry.


bopperthijs posted Wed, 02 September 2009 at 5:09 PM

To get back on the tool topic, I have seen no-one mentioning quick-conform, It's from the same author as autogroup editor, and works very fast. I haven't used it for other models, but for V4 it works very good. It's an auto-rigging tool that works outside poser.

This is my workflow for making conforming clothes for V4:

  1. Export a zeroed obj-modelfile from Poser.
  2. Import in Hexagon (scaled up a 100 times).
  3. Model your clothing around the model
  4. Export your clothing-obj (scaled down a 100 times)
  5. Load in Autogroup-editor to make the grouping (you can delete the groups you don't want)
  6. Load in quick-conform to make a cr2 file.
  7. Use 3Ddimension's morphing clothes to import the morphs and JCM's you want.

IMHO this is the easiest and fastest way (besides the texturing, but that's another story) to make a fully rigged and conforming piece of clothing.
But it has it's limitations:
It works only for pants and shirts, dresses,skirts, shoes need more work.
Morphs are not always perfect, some rimples and peek-troughs will show up.

Just my €.002

best regards,

Bopper.

-How can you improve things when you don't make mistakes?


pjz99 posted Wed, 02 September 2009 at 5:22 PM

A little away from the topic again (sorry): If you're interested in rigging skirts to do interesting things, probably a lot of that is better to do by hand.  I know this is something that SSAfam1 is interested in though.  You're welcome to look at how any of my freebie skirts are rigged for ideas, I've done some fairly nifty things with skirts (tooting my own horn a bit).

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SSAfam1 posted Wed, 02 September 2009 at 7:19 PM

Quote - To get back on the tool topic, I have seen no-one mentioning quick-conform, It's from the same author as autogroup editor, and works very fast. I haven't used it for other models, but for V4 it works very good. It's an auto-rigging tool that works outside poser.

This is my workflow for making conforming clothes for V4:

  1. Export a zeroed obj-modelfile from Poser.
  2. Import in Hexagon (scaled up a 100 times).
  3. Model your clothing around the model
  4. Export your clothing-obj (scaled down a 100 times)
  5. Load in Autogroup-editor to make the grouping (you can delete the groups you don't want)
  6. Load in quick-conform to make a cr2 file.
  7. Use 3Ddimension's morphing clothes to import the morphs and JCM's you want.

IMHO this is the easiest and fastest way (besides the texturing, but that's another story) to make a fully rigged and conforming piece of clothing.
But it has it's limitations:
It works only for pants and shirts, dresses,skirts, shoes need more work.
Morphs are not always perfect, some rimples and peek-troughs will show up.

Just my €.002

best regards,

Bopper.

Thanks. This will tell new modelers exactly which programs they need and what to do first.


SSAfam1 posted Wed, 02 September 2009 at 7:20 PM

Quote - A little away from the topic again (sorry): If you're interested in rigging skirts to do interesting things, probably a lot of that is better to do by hand.  I know this is something that SSAfam1 is interested in though.  You're welcome to look at how any of my freebie skirts are rigged for ideas, I've done some fairly nifty things with skirts (tooting my own horn a bit).

Toot toot!

Hmm let me load up V4 and one of your items to see these "interesting" things. lol


Crispycraft posted Sun, 13 September 2009 at 9:44 AM

Quote - To get back on the tool topic, I have seen no-one mentioning quick-conform, It's from the same author as autogroup editor, and works very fast. I haven't used it for other models, but for V4 it works very good. It's an auto-rigging tool that works outside poser.

This is my workflow for making conforming clothes for V4:

  1. Export a zeroed obj-modelfile from Poser.
  2. Import in Hexagon (scaled up a 100 times).
  3. Model your clothing around the model
  4. Export your clothing-obj (scaled down a 100 times)
  5. Load in Autogroup-editor to make the grouping (you can delete the groups you don't want)
  6. Load in quick-conform to make a cr2 file.
  7. Use 3Ddimension's morphing clothes to import the morphs and JCM's you want.

IMHO this is the easiest and fastest way (besides the texturing, but that's another story) to make a fully rigged and conforming piece of clothing.
But it has it's limitations:
It works only for pants and shirts, dresses,skirts, shoes need more work.
Morphs are not always perfect, some rimples and peek-troughs will show up.

Just my €.002

best regards,

Bopper.

Sorry to interupt, but I'm interested in trying to make my own clothing as well and I found your list helpful and I had a question...or two. lol

So you're saying that, with 3Ddimension's morphing clothes, I can get peek-throughs, but can I fix or adjust them in Poser to remove the peek-throughs?


Letterworks posted Sun, 13 September 2009 at 12:31 PM

There are a couple of ways to fix poke thru in poser.
 
Poser 7 introduced the Morph tool which can be used to fix poke thru in some cases. Unfortunately the Poser 7 moorph tool only works on one group at a time so using it near group edges can give some bad results. This was "fixed" in Poser 8. When using the morph tool use VERY low strength setting, much lower than the default setting the tool starts with. You can spawn a correcting morph in the figure with this tool.

in some cases you can use smal scale adjustments to the group to fix poke thru, at least from the camera;s point of view.

Another fix for poke thru IN Poser are the magnets. They are a really valuable tool that takes a bit of practice to learn. These have the advantage of being able to operatae across group lines in Poser 7 as well as Poser 8, You select a group to start the load the magnet to then in the properties pop-up you can add other groups for the magnet to affect. Magents can be saved in the prop folder for and loaded into other scenes if needed. These can also be used to create a morph.

Naturally this is just a sketch of the available tools, you should read the manual to learn to operate them to the best effect.


Crispycraft posted Sun, 13 September 2009 at 4:46 PM

Thanks for the help, letterworks. I'm currently using Poser 6 and somewhere ( I can't remember just where) I got the idea that I had to group the bones from V4 with my dress, but bopperthijs didn't mention this in any of his seven steps. Is this not a necessary step for clothes making?


Letterworks posted Sun, 13 September 2009 at 5:05 PM

If I understand you then, yes it;s necessary to injet V4's rigging into the clothing.

In most of the discussions above this is being done outside of Poser in one of numerous "3rd party" applications. It can be done in poser using the Setup room (and there are numerous sources for the procedure to do it that way, including the Poser manual if I'm not mistaken). The 3rd party apps are a bit more efficient, since you can automatically strip out unneeded bones and morphs making a lighter and more efficient cr2 file.

Remember if you are making clothing to distibute (either freestuff or commercially) you can just inject V4's rig including morphs etc, you need to use the developement rig.

Honestly if you are planning to make more than a very few clothing items you should read thru the discussions and look up the various apps discussed then go to the marketplace and look them over. Doing all of your conforming work IN Poser alone is a very tedious operation.


Crispycraft posted Sun, 13 September 2009 at 5:45 PM

Quote - Remember if you are making clothing to distibute (either freestuff or commercially) you can just inject V4's rig including morphs etc, you need to use the developement rig.

The Development Rig? Is that the development tool by DAZ?
http://www.daz3d.com/i/3d-models/-/figure-setup-tools?item=8115&_m=d


bopperthijs posted Sun, 13 September 2009 at 6:19 PM

*Thanks for the help, letterworks. I'm currently using Poser 6 and somewhere ( I can't remember just where) I got the idea that I had to group the bones from V4 with my dress, but bopperthijs didn't mention this in any of his seven steps. Is this not a necessary step for clothes making?

*I mentioned that in step 6. I use Quickconform to make the cr2 file. with this little utility you can inject just the bones you need. which is faster then the setup-room because you don't have to delete the unneccesary bones. You can also add "ghost " bones like the neck bone which you will need for strapless tops or bikini tops.

best regards,

Bopper.

-How can you improve things when you don't make mistakes?


bopperthijs posted Sun, 13 September 2009 at 6:24 PM

*Ok let's take a model like G4. You'd have to inject her morphs into V4(in Poser) to model around her. There's no Geo obj for her.

I don't use the original obj-files. I export the obj from poser after unchecking the IK settings and zeroing the model with the joint editor. Around that obj-file I model my clothes.

Bopper.

-How can you improve things when you don't make mistakes?


Letterworks posted Sun, 13 September 2009 at 8:21 PM

The Development Rig? Is that the development tool by DAZ?

No I'm speaking of the file "V4 Dev Foundation" found in the same folder as V4.

They apps you;ve pointed to are a good example of the 3rd party apps I spoke of but they only work in DAZ studio and are useless if you only have poser.


Crispycraft posted Sun, 13 September 2009 at 9:16 PM

Quote - *Thanks for the help, letterworks. I'm currently using Poser 6 and somewhere ( I can't remember just where) I got the idea that I had to group the bones from V4 with my dress, but bopperthijs didn't mention this in any of his seven steps. Is this not a necessary step for clothes making?

*I mentioned that in step 6. I use Quickconform to make the cr2 file. with this little utility you can inject just the bones you need. which is faster then the setup-room because you don't have to delete the unneccesary bones. You can also add "ghost " bones like the neck bone which you will need for strapless tops or bikini tops.

best regards,

Bopper.

Well then, there's my trouble. lol There are still some things that I just don't understand yet. Terminology mostly.

So, in Step 5 I make the maps for the dress and then in Step 6 I add the bones and make the cr2 file. And I have Step 7 down to a tee. So Poser isn't really needed for grouping. I like that!!!

So I'm guessing that you import the obj into Autogroup-editor, make your groups and then export out the obj. Then import it into Quickconform to add the bones and make the cr2 and vuala...for the most part. HA! And then use Morphing Clothes to inject the wanted morphs. Cool!

Oh, does Quickconform make the cr2 file or do you need one that it can edit?


nyguy posted Mon, 14 September 2009 at 7:14 AM

One of the best tools I have found to use for group editing is called Pegasus Modeler.  It lets you select the only the groups you want, you can even rename them from with in the program. It is not the best modeler but it is a handy tool to have if you use AGE and QC (Quick conform).

Poserverse The New Home for NYGUY's Freebies


Crispycraft posted Mon, 14 September 2009 at 9:58 AM

I just want to thank all of you guys for helping me out! This has been the most informative thread yet!


Crispycraft posted Thu, 17 September 2009 at 3:39 PM

Hey, I know that this may sound silly, but does AGE and QuickConform work with Vista?


bopperthijs posted Thu, 17 September 2009 at 5:08 PM

*Hey, I know that this may sound silly, but does AGE and QuickConform work with Vista?

*Yep. I use vista 64 and I don't any problems.

regards.

Bopper.

-How can you improve things when you don't make mistakes?


Crispycraft posted Thu, 17 September 2009 at 5:12 PM

Thanks, Bopper. That's just what I have!

John