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Let’s Make Clothing! Tutorial thread. Shoes too!
Posted: 15 October 2012 10:56 AM   [ Ignore ]   [ # 91 ]
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Patience55 - 13 October 2012 11:13 PM
Bagboy - 13 October 2012 01:02 AM

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? confused

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 face

Thanks again!

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Posted: 15 October 2012 11:57 AM   [ Ignore ]   [ # 92 ]
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Bagboy - 15 October 2012 10:56 AM
Patience55 - 13 October 2012 11:13 PM
Bagboy - 13 October 2012 01:02 AM

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? confused

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 face

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!

 

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Posted: 16 October 2012 10:27 AM   [ Ignore ]   [ # 93 ]
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Patience55 - 15 October 2012 11:57 AM
Bagboy - 13 October 2012 01:02 AM

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 face

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! grin

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Posted: 16 October 2012 01:39 PM   [ Ignore ]   [ # 94 ]
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You’re welcome.

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Posted: 28 October 2012 01:51 AM   [ Ignore ]   [ # 95 ]
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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?

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Posted: 28 October 2012 03:29 AM   [ Ignore ]   [ # 96 ]
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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… smile

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Posted: 28 October 2012 03:52 AM   [ Ignore ]   [ # 97 ]
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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

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Posted: 28 October 2012 04:04 AM   [ Ignore ]   [ # 98 ]
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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… wink

nicci… smile

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Posted: 28 October 2012 04:41 AM   [ Ignore ]   [ # 99 ]
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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 smile

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Posted: 28 October 2012 04:49 AM   [ Ignore ]   [ # 100 ]
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Takeo.Kensei - 28 October 2012 04:41 AM

I don’t know where it will lead me yet. It may be another failed experiment smile

Thomas A. Edison: ‘I have not failed. I’ve just found 10000 ways that won’t work.’  wink

nicci… smile

 

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Posted: 28 October 2012 04:54 AM   [ Ignore ]   [ # 101 ]
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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.

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Posted: 29 October 2012 12:10 PM   [ Ignore ]   [ # 102 ]
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Morphs are the other option I’ve noticed some skirts were made with.

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Posted: 29 October 2012 03:48 PM   [ Ignore ]   [ # 103 ]
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That is the idea I had Patience smile. 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

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Posted: 29 October 2012 05:10 PM   [ Ignore ]   [ # 104 ]
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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… smile

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Posted: 30 October 2012 03:07 PM   [ Ignore ]   [ # 105 ]
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niccipb - 29 October 2012 05:10 PM

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… smile

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

 

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