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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
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"Thomas de Groot" <t.d### [at] inter nlDOTnet> 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.
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"Bill Pragnell" <bil### [at] hotmail com> schreef in bericht
news:web.464c456975be5ba7731f01d10@news.povray.org...
> "Thomas de Groot" <t.d### [at] inter nlDOTnet> 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
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From: Thomas de Groot
Subject: Re: Making clothes in Poser - Take 4
Date: 17 May 2007 10:55:28
Message: <464c6ce0@news.povray.org>
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Radiosity version, and corrected position of the kilt.
Thomas
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"Thomas de Groot" <t.d### [at] inter nlDOTnet> 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
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From: Thomas de Groot
Subject: Re: Making clothes in Poser - Take 4
Date: 18 May 2007 03:16:58
Message: <464d52ea@news.povray.org>
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"Janet" <par### [at] att net> schreef in bericht
news:web.464d098775be5ba7102f620@news.povray.org...
> "Thomas de Groot" <t.d### [at] inter nlDOTnet> 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
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From: Thomas de Groot
Subject: Re: Making clothes in Poser - Take 4
Date: 18 May 2007 03:53:13
Message: <464d5b69@news.povray.org>
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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
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"Thomas de Groot" <t.d### [at] inter nlDOTnet> 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).
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From: Thomas de Groot
Subject: Re: Making clothes in Poser - Take 4
Date: 23 May 2007 07:53:47
Message: <46542b4b@news.povray.org>
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"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
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"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
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