Let’s Make Clothing! Tutorial thread. Shoes too!

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Comments

  • edited October 2012

    Bagboy said:
    Wonderful tutorial, Patience55.

    Nice to see how you are setting the Center/EndPoint discs. It didn't seem right when I did them similarly, even though that's the only way it worked, but you've given me more confidence.

    Also, good to see your comment on testing on different computers. On my one computer (and the one I'm working in), the Center/EndPoint discs seem to change every time I reopen it. Very frustrating, and, before I saw your tutorial, I began to think I was setting them in an illegitimate way.

    I wonder why it does that? :-S

    Thanks again!

    You're welcome.

    Just to be clear on one point, the actual ends of the bones are NOT changed. Those need to be the same as the one's of the figure or the item will not 'fit to'. What we are adjusting are the parameters for what the bones may do.

    For anything to be changing every time you open the file ... could be either that you were accidentally making changes to the figure instead of [for eg] the shoes; or that you forgot to re-export out a new .cr2 file.

    btw - some shoes could be made as simple props, to load individually and be parented to the feet.

    Would the process of creating the shoes as Props be identical to the process you've described here? Excepting the final step as saving as a "prop" instead of a CR2, of course...

    I'll check to see if I am indeed forgetting to re-export a new CR2 for my shoes. In fact, that sounds probable. :red:

    Thanks again!

    Post edited by m_dokamoto_84dc55f50e on
  • patience55patience55 Posts: 6,170
    edited December 1969

    Bagboy said:
    Bagboy said:
    Wonderful tutorial, Patience55.

    Nice to see how you are setting the Center/EndPoint discs. It didn't seem right when I did them similarly, even though that's the only way it worked, but you've given me more confidence.

    Also, good to see your comment on testing on different computers. On my one computer (and the one I'm working in), the Center/EndPoint discs seem to change every time I reopen it. Very frustrating, and, before I saw your tutorial, I began to think I was setting them in an illegitimate way.

    I wonder why it does that? :-S

    Thanks again!

    You're welcome.

    Just to be clear on one point, the actual ends of the bones are NOT changed. Those need to be the same as the one's of the figure or the item will not 'fit to'. What we are adjusting are the parameters for what the bones may do.

    For anything to be changing every time you open the file ... could be either that you were accidentally making changes to the figure instead of [for eg] the shoes; or that you forgot to re-export out a new .cr2 file.

    btw - some shoes could be made as simple props, to load individually and be parented to the feet.

    Would the process of creating the shoes as Props be identical to the process you've described here? Excepting the final step as saving as a "prop" instead of a CR2, of course...

    I'll check to see if I am indeed forgetting to re-export a new CR2 for my shoes. In fact, that sounds probable. :red:

    Thanks again!

    Not exactly, no. Props are created, in this case for shoes, one for each foot.
    No groups are necessary, and you can name them as you please.
    Model them on the "posed figure" they're intended for.
    Delete the posed figure; delete "one shoe".
    Then export out the "other one shoe".
    Then "Edit/Undo" until you have both shoes again, then delete the shoe that was exported; and then export the remaining shoe.
    End result is 2 shoes that need to be imported separately into D/S.
    In D/S3 there's the free script to use to turn each one into a prop. [Make sure it's the ONLY thing in the scene]
    In D/S4 you can save each shoe as a prop however it's done in D/S4. [seems to me I use that script still but there are other ways to save props in D/S4]

    The advantage to a shoe.cr2 is it can bend abit to move when the figure walks or runs. A prop does nothing. The .cr2 "fits to" the main figure's foot; the prop must be "parented to" the appropriate foot.

    n.b. The importance of having "one the one" item loaded that is to be either exported or turned into a prop is because even hidden objects may be written into the newly created file. Moving items "way off the grid" is not a viable solution and neither is "making them small and trying to hide them underneath the main object" --- one might laugh but sadly I purchased items from another company which thinks rather highly of itself and this is exactly what they sell. "As is" it was useless. Have to remake the whole thing if I want to use the set because as is, every time one loads a bowl or a cow or a whatever; the entire huge set loads!

  • edited December 1969

    Bagboy said:
    Wonderful tutorial, Patience55.

    Would the process of creating the shoes as Props be identical to the process you've described here? Excepting the final step as saving as a "prop" instead of a CR2, of course...

    I'll check to see if I am indeed forgetting to re-export a new CR2 for my shoes. In fact, that sounds probable. :red:

    Thanks again!

    Not exactly, no. Props are created, in this case for shoes, one for each foot.
    No groups are necessary, and you can name them as you please.
    Model them on the "posed figure" they're intended for.
    Delete the posed figure; delete "one shoe".
    Then export out the "other one shoe".
    Then "Edit/Undo" until you have both shoes again, then delete the shoe that was exported; and then export the remaining shoe.
    End result is 2 shoes that need to be imported separately into D/S.
    In D/S3 there's the free script to use to turn each one into a prop. [Make sure it's the ONLY thing in the scene]
    In D/S4 you can save each shoe as a prop however it's done in D/S4. [seems to me I use that script still but there are other ways to save props in D/S4]

    The advantage to a shoe.cr2 is it can bend abit to move when the figure walks or runs. A prop does nothing. The .cr2 "fits to" the main figure's foot; the prop must be "parented to" the appropriate foot.

    n.b. The importance of having "one the one" item loaded that is to be either exported or turned into a prop is because even hidden objects may be written into the newly created file. Moving items "way off the grid" is not a viable solution and neither is "making them small and trying to hide them underneath the main object" --- one might laugh but sadly I purchased items from another company which thinks rather highly of itself and this is exactly what they sell. "As is" it was useless. Have to remake the whole thing if I want to use the set because as is, every time one loads a bowl or a cow or a whatever; the entire huge set loads!

    Ah. Terrific explanation of the distinction!

    Thanks! Again! :-)

  • patience55patience55 Posts: 6,170
    edited December 1969

    You're welcome.

  • Takeo.KenseiTakeo.Kensei Posts: 935
    edited December 1969

    Hello all

    I think the specialists are here so here is my question

    I began to make a little skirt, made it to fit Genesis base shape, then Autofitted it to get the bones base. So the model is rigged now.

    As is, the skirt will follow Genesis movement but it moves like it was a pant and not like a skirt or dress. In fact, I havent seen any way to get separate weight map for positive and negative Rotations

    Here is a picture where I bend the right Thigh and the back of the dress shouldn't follow but rather stay as is

    Is there a way tyo get around this problem?

    Capture.PNG
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  • niccipbniccipb Posts: 0
    edited December 1969

    Hi Takeo...

    You could add one or two ghost bones and weight the back of the skirt to them. Then when you bend the leg forward the back of the skirt doesn't follow the leg. You might want to add ghost bones to the sides also to get a little more control of the movement.

    This is what I do for loose fitting skirts and dresses.

    Hope this helps... :)

  • Takeo.KenseiTakeo.Kensei Posts: 935
    edited December 1969

    Thanks for the answer Nicci. I want to avoid the ghost bones as you have to adjust them every time you pose genesis. I have another idea but don't know if it will work and implies much more work than ghost bones. I'll fall back to it if I have no other solution

  • niccipbniccipb Posts: 0
    edited December 1969

    Hi...

    Yeah, that's the down side to using ghost bones.

    I'm curious as to what your idea is, I hope it works and you can share what you did... ;-)

    nicci... :)

  • Takeo.KenseiTakeo.Kensei Posts: 935
    edited December 1969

    No problem but it will be experimental at first. I have to begin something first in order to have a clear idea of what has to be done. I don't know where it will lead me yet. It may be another failed experiment :)

  • niccipbniccipb Posts: 0
    edited December 1969

    I don't know where it will lead me yet. It may be another failed experiment :)

    Thomas A. Edison: 'I have not failed. I've just found 10000 ways that won't work.' ;-)

    nicci... :)

  • Takeo.KenseiTakeo.Kensei Posts: 935
    edited December 1969

    Lol. Not bad. I didn't know this one but it sounds right to me. I always consider that even if it doesn't work, as long as I've learned something, it's not just a real failure.

  • patience55patience55 Posts: 6,170
    edited December 1969

    Morphs are the other option I've noticed some skirts were made with.

  • Takeo.KenseiTakeo.Kensei Posts: 935
    edited December 1969

    That is the idea I had Patience :). 2 Morphs controlled by the Thigh rotation. One for positive and one for negative. Wanted to use Blender dynamics to get it natural but the first tries were a failure. Guess I'll have to sculpt or edit the mesh but I'll give it another try

  • niccipbniccipb Posts: 0
    edited December 1969

    Hi...

    How did the dynamics fail in Blender?

    Was it that you lost the folds in the skirt?

    I know that you can paint weight values to the mesh in areas where you want to decrease the smoothing out of areas being draped, but that can be very tedious at times.

    A combination of vertex modeling and sculpting is probably the best way to go...

    nicci... :)

  • Takeo.KenseiTakeo.Kensei Posts: 935
    edited December 1969

    niccipb said:
    Hi...

    How did the dynamics fail in Blender?

    Was it that you lost the folds in the skirt?

    I know that you can paint weight values to the mesh in areas where you want to decrease the smoothing out of areas being draped, but that can be very tedious at times.

    A combination of vertex modeling and sculpting is probably the best way to go...

    nicci... :)

    I think I have a problem keeping vertex order in blender during the drape process because of mesh intersecting although it didn't seem to be the case in DS. I may have to restart from scratch and save the original blender mesh (which I didn't do for this one because I thought I wouldn't need it) and bake the zero pose and the poses I'm interrested in, then export the obj for use.

    I'll just try quick mesh editing and sculpting tools for this one. The dynamics will be for a later time

  • patience55patience55 Posts: 6,170
    edited December 1969

    Actually had some time to read and try some of the tutorials I've been collecting.

    SickleYield’s “Rigging a Skirt for Genesis”
    http://forumarchive.daz3d.com/viewtopic.php?t=181707

    She shows how to rename the bones so that they do not move with the legs but become handles to move the skirt!

    Then I tried following another person's tutorial and when it got to the part I really needed to know about ... they skipped out! Somebody teaches that in another product and dah dah dah. Right. Well I bought that other product but for some reason the brain blows a gasket when trying to follow it so ....

    Crazy idea of maybe just releasing a bunch of mesh and letting other people figure out how to rig it. No, I wouldn't do that ... just been a long day.

    Even scarier is the thought, you know one day all this might make sense. And then we'll think it's so easy. May we all ever learn to remember 'not to skip steps' because it's not easy when you are coming from other professionals into the 3d world. Okay. Thank you.

    In my sharecg.com gallery [Boudicca36] I have a little mini-tut for saving one's own morph characters created by mixing up any ol' morphs on board.

    I'm part way through editing the images for half a tutorial on making some clothing for Genesis using Hexagon. I've discovered ComicLife2 can save out .pdf files so these are all 100% okay for me to post over at sharecg.com even as they go more commercial than before.

  • patience55patience55 Posts: 6,170
    edited December 2012

    Okay, have corrected a procedural error ... don't recall now where I picked up the idea that one could model clothing on the basic genders and that they would still fit Genesis, but they don't. So I have redone the images and if all goes well will be reposting the tutorials over at sharecg.com.

    It's been a fun year. Wishing everybody all the best for whatever it is that transpires over the next few months. If we all survive and like, nothing happens ... April 13, 2036 I think was the next d-day. Cheers.

    Post edited by patience55 on
  • BlackFeather1973BlackFeather1973 Posts: 739
    edited December 1969

    Thank you !
    Now only to find some time, been wanting to do some clothing ever since i've been using Studio.

  • SickleYieldSickleYield Posts: 5,993
    edited December 2012

    Thank you for your generosity! And thanks to others who have posted with tutorials and tips as well. We'll always have a place to send the people who complain that DAZ "keeps secrets" about clothing creation, and the more the merrier when it comes to making great products and freebies.


    Also, Patience, what were you having trouble with? If you don't want to post here you can always drop me a PM.

    Post edited by SickleYield on
  • patience55patience55 Posts: 6,170
    edited December 1969

    Thank you for your generosity! And thanks to others who have posted with tutorials and tips as well. We'll always have a place to send the people who complain that DAZ "keeps secrets" about clothing creation, and the more the merrier when it comes to making great products and freebies.


    Also, Patience, what were you having trouble with? If you don't want to post here you can always drop me a PM.

    Thank you ... I got this one figured out but will certainly keep your offer in mind for later.

    @ everybody, you're welcome ... have a great holidays whichever ones you're celebrating!

  • anikadanikad Posts: 1,776
    edited December 1969

    Fugazi1968's store is 50% off today on rendo - lots of clothing tutorials
    http://www.renderosity.com/mod/bcs/vendor/Fugazi1968

  • PendraiaPendraia Posts: 2,522
    edited December 1969

    I'm in the process of working through Blondies fantastic rigging tutorial and now know how to group and use the figure set up tool. I'm still working on weightmapping. One suggestion that I would make is to read it through prior to actually following it. I misread something in the weight mapping part and had to start again from the last saved point. Reading it through prior would have stopped that from occurring...

    Big thank you to the venders like Blondie and Sickle who have provided us with tutorials on this subject.

  • PendraiaPendraia Posts: 2,522
    edited December 1969

    anikad said:
    Fugazi1968's store is 50% off today on rendo - lots of clothing tutorials
    http://www.renderosity.com/mod/bcs/vendor/Fugazi1968

    Thanks for the link...

  • patience55patience55 Posts: 6,170
    edited December 1969

    Gearing up for a little project ... everybody is welcome to join in! The more the merrier ;-)

    Do keep in mind that as 'fanart productions' must needs be 'free' and only for use for free end results ... we're all also learning "how to' make clothing. So in other words, we don't have to make the entire project passable for sale in stores. Hopefully the version of Daz Studio won't change again in a couple of weeks and we can finish something.

    I'm working in 4.0 but do have 4.5 on my laptop so we'll see how this works too.
    Modeling in Hexagon [either this or the previous version].

    Genesis is the target.
    So all, we get a Genesis clothing dummy ready.
    And put some cylinders, boxes, circle lines, whatever together for a starter suit or use one of the available items.
    Then decide which one you'd like to start with, and "post in", okay.

    uniforms_to_make.png
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  • patience55patience55 Posts: 6,170
    edited December 1969

    On sale again .... http://www.daz3d.com/genesis-basic-clothing-rig-kit

    And this weekend we're all PC members, for free :-)

  • anikadanikad Posts: 1,776
    edited December 1969

    Gearing up for a little project ... everybody is welcome to join in! The more the merrier ;-)

    Do keep in mind that as 'fanart productions' must needs be 'free' and only for use for free end results ... we're all also learning "how to' make clothing. So in other words, we don't have to make the entire project passable for sale in stores. Hopefully the version of Daz Studio won't change again in a couple of weeks and we can finish something.

    I'm working in 4.0 but do have 4.5 on my laptop so we'll see how this works too.
    Modeling in Hexagon [either this or the previous version].

    Genesis is the target.
    So all, we get a Genesis clothing dummy ready.
    And put some cylinders, boxes, circle lines, whatever together for a starter suit or use one of the available items.
    Then decide which one you'd like to start with, and "post in", okay.

    I'll give this a go, once I've finished working through your excellent tutorials.

  • patience55patience55 Posts: 6,170
    edited January 2013

    Okay, getting some pictures lined up ... have to resize them and put numbers on them "just in case" they don't appear in the correct order.

    Have lined up the 6 posts, pictures should be appearing "shortly" ...

    For the NX-01, what great timing, more ships!!!!

    http://www.daz3d.com/forums/discussion/14850/P120/#219695

    Mattymanx has converted one ... great collection of ships going there. Thank you Mattymanx.

    Post edited by patience55 on
  • patience55patience55 Posts: 6,170
    edited January 2013

    Start of "Let's make uniforms" for Genesis.

    n.b. At some point in time I will be putting my images together into .pdf files.

    I am repeating some steps which I've covered in previous tutorials for the benefit of those who haven't read them.

    If steps are missed, or something is not clear, feel free to ask, that is the point of doing this in the forums :-)

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    Post edited by patience55 on
  • patience55patience55 Posts: 6,170
    edited January 2013

    Next set of images:

    [hovering over the images produces the name of the file, these are numbered]

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    Post edited by patience55 on
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