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Using Magnet Sets for Clothing Fits
 
Author: Kemp Sparky Printable Version
Step 1: Preparing the Clothing
Step 2: The Magnets
Step 3: Spawning Morph Targets
Step 4: Exporting the Morph Targets
Step 5: Applying the Morph Targets
Step 6: Creating a Full Body Morph
Step 7: Notes
 
Tools Needed
* Poser 7
* Magnet Fit Set



Introduction
This tutorial will explain in detail how to utilize magnet fit sets, like those by Lyrra or Netherworks, to add morphs to clothing in Poser.


Step 1 - Preparing the Clothing
 
Load your figure, turn off IK and zero the figure.



To turn off IK (Inverse Kinematics), select the figure and pull down the “Figures” menu. Select “Use Inverse Kinematics” and uncheck any body parts that have IK on. For DAZ figures, it is usually “LeftLeg” and “RightLeg.”



To zero the figure, select the figure, and go to the “windows” menu. Select “Joint Editor.” At the bottom of the palette that appears, click the button reading “Zero Figure.”



Inject the morph you want to match, and dial it to 1.0 in your character. Load and conform the clothing. Now apply the magnet set from the library.
 
Step 2 - The Magnets
 
If your clothing does not have all the body parts affected by the magnets, then the magnets will attach themselves to the figure to which the clothing is conformed. This will in no way affect the clothing fit. You may, however, find it distracting. Also, it may make it very difficult to be sure the clothing fits correctly.



To remove the magnets’ influence on the figure, select the deformed body part and open the object properties palette, and look for a new group named “Other,” (Fig. 01) in this group will be one or more new dials, most likely named “Mag 1,” “Mag 2,” etc. Zero all these dials to neutralize the magnets on the selected body part.











If you are fitting a long dress, then the magnets may not take effect on the skirt, since most dresses have the skirt grouped as the hip. You will, in this case, have to select each magnet (Mag #, NOT Mag Base # or Mag Zone #) and, under the “Properties” tab, look for a button reading “Add Element to Deform.” Click this, and select the “Hip body part of the dress to be deformed.



Adjust the magnets, if necessary, to achieve the fit that you need in your clothes.



Now, what? The magnets are only good for duplicating morphs at a single value. Different characters rarely use all morphs set to a value of 1.0, and making a separate set of magnet fits for each character you want to use the clothing on would be foolishly time-consuming. That means that it’s time for the morph targets.
 
Step 3 - Spawning Morph Targets
 
Morph targets work only on individual body parts, therefore, it is essentially a waste of time to export the whole piece of clothing for use as a morph. To create morph targets, select the grouping tool from poser’s arsenal of “Editing Tools.” It’s the fourth from the right in P7 , represented by a broken-lined rectangle with a point in the center. (Fig. 02)











For each affected body part in the clothing, do this:

1. Select the body part by clicking it. The whole of it should turn red. (Fig. 03) If it does not, and you are sure the body part has been selected (it is showing on the properties palette as selected), then click the button on the grouping tool palette that reads “Add all” under the heading “Modify Selection.” This will add only the polys that are grouped under that body part to the selection.











2. Once you have it selected, click “Spawn Props” under “Geometry Functions.”



Repeat the process for each of the body parts affected by your magnets. Delete the figures (both the character and its clothing) from the scene. (Fig. 04)







 
Step 4 - Exporting the Morph Targets
 
To export your new morph targets, go to File>Export>Wavefront OBJ… In the dialogue box that appears, you will need to select one of the props you spawned from the clothing. All visible objects in the scene will be selected by default. If you hit “Universe” it should deselect everything. Click the box next to the first of your props. (Fig. 05) Click “OK.”











Now, the dialogue for Export Options is displayed. Uncheck everything but “Weld body part seams.” (Fig. 06)











Save your morph target to an easily accessed folder, noting to which body part it corresponds (i.e. MyMorph_rCollar.obj).



Repeat the process for each morph target.
 
Step 5 - Applying the Morph Targets
 
Clear you scene, or open a new document. Load your conforming clothing figure.



For each body part, click the button reading “Load Morph Target.” (Fig. 07)











In the Dialogue that appears, click the button marked with “…” next to where it says “Geometry file: NONE.” Navigate to the morph target you saved that corresponds to the body part you have currently selected.



Notice that the label has taken on the name of your morph target’s *.OBJ. For the sake of consistency, rename it “Your Morph PBM” where “Your Morph” is the name of the morph you are adding to the clothing; or something similar.



Turn the new dial up to 1.0.



Repeat this process for each of the affected body parts.
 
Step 6 - Creating a Full Body Morph
 
Once you have added the morph targets to each of the respective body parts, it’s time to make them into a full body morph. To do this, make sure all the associated PBMs (the new morphs you have just applied) are all set to 1.0. Now, go to Figure>Create Full Body Morph, and a dialogue will pop up and ask you what you want to name your morph. Name it the same as your PBMs, just leave off “PBM” or replace it with “FBM.”



Now, zero all your PBMs, and take your brand new full body morph for a test drive.



Save your new and improved clothing figure back to the library, and it will be available for future use.
 
Step 7 - Notes
 
You can apply as many new full body morphs as you like to one figure, but they must be done one at a time.



Make sure ALL morphs aside from your PBMs are zeroed, when creating a new full body morph; because it will link in any morphs that are above or below a value of 0.0.