soccer coach opened this issue on Sep 15, 2002 ยท 15 posts
soccer coach posted Sun, 15 September 2002 at 2:09 AM
I scaled down the new mesh so that some skin areas were showing, pryor to Clothifying,
for a closer fit to the figure. In this case I used Daz PreTeen that has been morphed
out to an early teen.
No more "magnet this", "x scale that", "Bend" or "twist that over there".
So many clothes, so little time.
soccer coach
phoenixamon posted Sun, 15 September 2002 at 2:31 AM
I've been playing with this as well, Coach. Thanks for posting about it. :) This is really REALLY handy. It doesn't matter that the joint parameters don't match, because the "clothified" versions don't use joints. Phoenix
FishNose posted Sun, 15 September 2002 at 2:48 AM
Can one define which part of the clothing should be tight, which part should be fairly close, and which part should be loose? :] Fish
farang posted Sun, 15 September 2002 at 2:55 AM
I'm still figuring out the cloth room myself but my understanding is that the figure cannot touch the clothing mesh when it is clothifying or it won't work.
phoenixamon posted Sun, 15 September 2002 at 2:58 AM
You can separate the cloth into groups and make parts stretchier, easier to fold, non-dynamic and so on. I imagine that would do what you're talking, but it's going to take a lot of practice to get the feel of it. PhilC is having a ball with the cloth room, and he might be able to give you a better answer when he's around. Phoenix
FishNose posted Sun, 15 September 2002 at 3:17 AM
Groups? So I won't need body parts then, just define some groups in the group thingie and I can use those? Well well..... I have a feeling that once the worst flak has died down right after first release, P5 is going to take us a loooooong way - just look how far we got with P4! :] Fish
phoenixamon posted Sun, 15 September 2002 at 3:26 AM
Right-O. It's a single part prop, not a figure, define some groups with the grouping tool or in another app (UV Mapper works) and you can assign different qualities to those groups. So you could make a tight-fitting top with long flowing sleeves. PhilC also suggeted a use for it in making morph targets for conforming clothes. If you feel like looking (it's quite cool) search Phil's recent posts. It's the one about the cape. Phoenix
praxis22 posted Sun, 15 September 2002 at 6:01 AM
Is it Just me or does she look like Maddonna? :)
PabloS posted Sun, 15 September 2002 at 6:28 AM
I haven't made it to the cloth room yet but thought you could do something like this. Only question: what happens if you don't reduce the polygons? Couldn't you just pull the clothing article in to p5 and save as an obj?
Kiera posted Sun, 15 September 2002 at 6:48 AM
cool tip. ;) I haven't gone near the cloth room yet (still playing with the materials editor.. so many nodes, so little time) but as someone who frequently would squeeze vicki into posette's clothes, this is a handy tip. =p Thanks! Kiera
PhilC posted Sun, 15 September 2002 at 7:09 AM
Looking good soccer coach :)
Yes you can define additional groups for the cloth within the cloth room and assign them different settings. Still learning this myself, and yes having a ball.
ronmolina posted Sun, 15 September 2002 at 7:42 AM
There are a couple of things to remember. You should not use any items that have caps on them. You know clothing items where the sleeves, neck, and bottoms have that extra Geometry on it that encloses the item and touches the figure. Also you should not use double sided Geometries. Ron
pzrite posted Sun, 15 September 2002 at 9:56 AM
Maybe I'm missing something here, but couldn't you save a couple of steps in this process and load up any of the old clothing in POSER and just "save as object"?
volfin posted Sun, 15 September 2002 at 3:18 PM
Yes, pzrite, I have done that very thing. worked fine.
Schlabber posted Mon, 16 September 2002 at 4:31 AM
This works ?? GEEEEEEEEEZ - where is my Poser 5 (uhmm - hopefully somewhere over the Atlantic Ocean by now)