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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 09 3:46 am)



Subject: cloth room question


pack ( ) posted Tue, 24 September 2002 at 12:35 AM ยท edited Fri, 09 August 2024 at 3:54 PM

the manual says "objects being converted to cloth must have single-sided, connected polygons without caps" so, does the exclude most/all the Poser clothing libraries?? Aren't most of the clothes in fact, double sided, having a small "thickness" which is essentially a layered meshed. does this means Poser clothes won't work "as is" ?? I know this extra layer gives fits to cloth simulators in 3dsMax. It usually causes unseen collisions , which aren't allowed when beginning a any cloth simulation


PhilC ( ) posted Tue, 24 September 2002 at 5:54 AM

file_24874.jpg

Yes you are correct double sided or capped clothing will not work because some of the mesh will be in contact with the figure when at the zero pose. Try this, it may not work with every item of clothing but it will give you a start.
  • Load the clothing figure into the scene.
  • Turn IK chains off, zero pose and zero body and hip translations.
  • Select a body part. Use the grouping tool to assign all the unwanted faces to a new group.
  • Invert your selection, and spawn a prop.
  • Repeat for all other body parts
  • Delete the original figure
  • Export the spawned props as a single OBJ. If you are going to use this as dynamic clothing then your grouping is not important. I exported with "Include existing groups in polygon groups" and "weld" selected.

You may have to weld the groups together if exporting does not catch them all. To do this use the weld tool in UVMapper. You could also assign it all to a single group. Save and import it back into Poser and use the Weld Group button in the grouping tool pallet.

Hope this helps.

philc_agatha_white_on_black.jpg


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