POV-Ray : Newsgroups : povray.binaries.images : Making clothes in Poser - Take 4 Server Time
16 Nov 2024 10:29:06 EST (-0500)
  Making clothes in Poser - Take 4 (Message 1 to 10 of 15)  
Goto Latest 10 Messages Next 5 Messages >>>
From: Thomas de Groot
Subject: Making clothes in Poser - Take 4
Date: 17 May 2007 07:42:18
Message: <464c3f9a@news.povray.org>
So, the next logical step after the poncho is to investigate the use of 
Dynamic Groups, and in particular Constrained Groups. I thought about 
another fairly simple piece of garment: the kilt. Here is the result of the 
first satisfactory test, after a few abortive ones.

How was it done? For those curious about the workflow:
1) I started with a simple, open-ended cone in Silo, which I scaled to the 
size of a basic Poser figure. Especially the "belt" zone required attention 
to get the polygons as close to the body as possible. The "belt"zone was 
textured differently from the kilt cloth (see below). The cone was then 
subdivided 3x.
2) In Silo 2.0, I designed four vertical "uv seams" over the kilt, along 
which the uv proxy of the kilt was to be unwrapped, thus creating four 
vertical panels. With an underlying image map, I could then rotate and 
translate the panels to a satisfying position.
3) export to an .obj file
4) In Poser, after loading a figure in its "zero-position" in the first 
frame, I imported the kilt, then scaled and translated it where necessary on 
the figure, which was designated also as its parent.
5) In the Cloth Room, I opened a new simulation, clothified the kilt, then 
created a new Dynamic Group to which I added the vertexes belonging to the 
kilt material. I edited the Constrained Group to which I added the vertexes 
belonging to the "belt" zone material. It is here that the different 
textures used come in very handy as you only need one mouse click to create 
the groups. The "belt" zone now functions as an anchor for the kilt about 
the middle of the figure. Without this, the fellow would loose his garment, 
which would be quite embarrassing  :-)
6) Tuned the different settings where necessary, chose a pose for the last 
frame, and started the simulation.

Thomas


Post a reply to this message


Attachments:
Download 'Poser_figuretest_05.jpg' (69 KB)

Preview of image 'Poser_figuretest_05.jpg'
Poser_figuretest_05.jpg


 

From: Bill Pragnell
Subject: Re: Making clothes in Poser - Take 4
Date: 17 May 2007 08:10:02
Message: <web.464c456975be5ba7731f01d10@news.povray.org>
"Thomas de Groot" <t.d### [at] internlDOTnet> wrote:
> the middle of the figure. Without this, the fellow would loose his garment,
> which would be quite embarrassing  :-)

Especially if he were a true Scot.


Post a reply to this message

From: Thomas de Groot
Subject: Re: Making clothes in Poser - Take 4
Date: 17 May 2007 08:26:01
Message: <464c49d9$1@news.povray.org>
"Bill Pragnell" <bil### [at] hotmailcom> schreef in bericht 
news:web.464c456975be5ba7731f01d10@news.povray.org...
> "Thomas de Groot" <t.d### [at] internlDOTnet> wrote:
>> the middle of the figure. Without this, the fellow would loose his 
>> garment,
>> which would be quite embarrassing  :-)
>
> Especially if he were a true Scot.

Exactly!  :-)

Thomas


Post a reply to this message

From: Thomas de Groot
Subject: Re: Making clothes in Poser - Take 4
Date: 17 May 2007 10:55:28
Message: <464c6ce0@news.povray.org>
Radiosity version, and corrected position of the kilt.

Thomas


Post a reply to this message


Attachments:
Download 'Poser_figuretest_05.jpg' (66 KB)

Preview of image 'Poser_figuretest_05.jpg'
Poser_figuretest_05.jpg


 

From: Janet
Subject: Re: Making clothes in Poser - Take 4
Date: 17 May 2007 22:05:01
Message: <web.464d098775be5ba7102f620@news.povray.org>
"Thomas de Groot" <t.d### [at] internlDOTnet> wrote:
> Radiosity version, and corrected position of the kilt.
>
> Thomas

It still didn't fall off. :(
Hey, that's good tip to set a material for the constrained part. Thanks!
If you import your kilt.obj (or whatever its called) into Poser and uncheck
everything on the import options, I beleive it should load exactly onto the
zero figure without any transformation needed. At least it works that way in
Poser 6.(make polygon normals consistent can be kept checked)
Have fun Thomas!

Janet


Post a reply to this message

From: Thomas de Groot
Subject: Re: Making clothes in Poser - Take 4
Date: 18 May 2007 03:16:58
Message: <464d52ea@news.povray.org>
"Janet" <par### [at] attnet> schreef in bericht 
news:web.464d098775be5ba7102f620@news.povray.org...
> "Thomas de Groot" <t.d### [at] internlDOTnet> wrote:
>> Radiosity version, and corrected position of the kilt.
>>
>> Thomas
>
> It still didn't fall off. :(
<grin>

> Hey, that's good tip to set a material for the constrained part. Thanks!
Yes, I found that piece of info in the docs by the way...

> If you import your kilt.obj (or whatever its called) into Poser and 
> uncheck
> everything on the import options, I beleive it should load exactly onto 
> the
> zero figure without any transformation needed. At least it works that way 
> in
> Poser 6.(make polygon normals consistent can be kept checked)
I was surprised because it didn't happen with the poncho. But this time, the 
kilt was too large after import. I shall investigate this.

> Have fun Thomas!
I have!! Have fun too!

Thomas


Post a reply to this message

From: Thomas de Groot
Subject: Re: Making clothes in Poser - Take 4
Date: 18 May 2007 03:53:13
Message: <464d5b69@news.povray.org>
One piece of advise which might be worthwhile for the would-be clothing 
designers :-)
If you use a cone as a proxy for a kilt or a skirt, the more "flat" that 
cone is at the start, the more creases it will generate after draping. This 
is rather obvious if you think this through. In my kilt example, the initial 
cone was rather steep, so the garment does not show many creases.

Thomas


Post a reply to this message

From: Stephen
Subject: Re: Making clothes in Poser - Take 4
Date: 23 May 2007 06:20:02
Message: <web.4654145575be5ba7c4e49fa40@news.povray.org>
"Thomas de Groot" <t.d### [at] internlDOTnet> wrote:
> So, the next logical step after the poncho is to investigate the use of
> Dynamic Groups, and in particular Constrained Groups. I thought about
> another fairly simple piece of garment: the kilt. Here is the result of the
> first satisfactory test, after a few abortive ones.
>


The garment is not a kilt it looks like a dress to me. Trust me, my mother
was a dressmaker and she made kilts. The check of the tartan should always
run parallel to the edges of the kilt. To do this you would need to use a
rectangle instead of a cone. Then you would need to wrap the kilt around
your figure. The pleats at the back, are square box pleats and it is all
gathered and held together by a belt. The pleats on Dress kilts are
stitched together at the top. You have the length just about right it is a
tad short another four centimeters would do. Although it could be down to


simple garment they seem and if you animate them the movement is quite

I think Janet is right about loading it into Poser (6).


Post a reply to this message

From: Thomas de Groot
Subject: Re: Making clothes in Poser - Take 4
Date: 23 May 2007 07:53:47
Message: <46542b4b@news.povray.org>
"Stephen" <mcavoys_AT_aolDOT.com> schreef in bericht 
news:web.4654145575be5ba7c4e49fa40@news.povray.org...
>
> I missed this, nice one Thomas. I don't want to nitpick but I will :-)
> The garment is not a kilt it looks like a dress to me. Trust me, my mother
> was a dressmaker and she made kilts. The check of the tartan should always
> run parallel to the edges of the kilt. To do this you would need to use a
> rectangle instead of a cone. Then you would need to wrap the kilt around
> your figure. The pleats at the back, are square box pleats and it is all
> gathered and held together by a belt. The pleats on Dress kilts are
> stitched together at the top. You have the length just about right it is a
> tad short another four centimeters would do. Although it could be down to
> his calf's.
> I bet that's more than you wanted to know about kilts. They are not the
> simple garment they seem and if you animate them the movement is quite
> distinctive and complex. I wouldn't attempt it. (Yet :-)
> I think Janet is right about loading it into Poser (6).
>

Ah, Stephen! I expected your comments with dread  :-)
I know. I didn't want to do a real kilt, only a make-believe, just to see 
what a cone would do in terms of clothing. I probably shall experiment also 
with rectangular pieces wrapped around the figure, but as you know, that is 
a bit more work, although probably, highly satisfying.
One of the difficulties that I discovered, is to have a weave well-oriented 
to the cloth, when that is not exactly a rectangle but an unwrapped mesh. In 
RL that's easy, but in VL it's a headache and cannot be really done without 
a lot of handwork probably... :-(

Thomas


Post a reply to this message

From: Thomas de Groot
Subject: Re: Making clothes in Poser - Take 4
Date: 23 May 2007 07:59:13
Message: <46542c91$1@news.povray.org>
"Stephen" <mcavoys_AT_aolDOT.com> schreef in bericht 
news:web.4654145575be5ba7c4e49fa40@news.povray.org...
> I think Janet is right about loading it into Poser (6)


Oh yes, I forgot, Janet and Stephen!
That works much better indeed, although now the objects are a bit too 
small... But overall, it is not a big issue and easily corrected.

Thomas


Post a reply to this message

Goto Latest 10 Messages Next 5 Messages >>>

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.