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* Poser 6
Have you ever found a conforming dress that does not conform to your character? Well, here is the solution for one of the most morphed characters: Girl Next Door 2 alias Bernadette by Blackhearted.
Load Vicky SAE, turn off the leg's IK ( Figure – > Use Inverse Kinematics – > uncheck all ), 'zero' the figure ( Window – > Joint Editor – > make sure that Vicky is selected – > click on 'Zero Figure' button ). Do not close Joint Editor panel: we will use it later. Do not 'Drop to floor' Vicky! Leave her with the feet underground! Load 'NippleGone' morph, located under '!V3 Chest-Breast INJ'. Set the 'NippleGone' to 1.
Now go to frame 15, load Bernadette ( Poses – > Blackhearted GND2 ). Don't move anything! To make thing easier, you can press the '+' button on the lower right corner, to add a keyframe. Press 'Zero figure' again, because loading Bernadette move the joints. Set the 'NippleGone' morph to 1.
Switch back to frame 1, go to Props, Primitives and load a cylinder. Using the dial 'yTran' move the cylinder to reach the Vicky's abdomen. To avoid the risk of move Vicky, it is better use the dial instead of the arrow to translate the cylinder. Use the scale dial to increase a little the cylinder size: it should be as large as Vicky waist. We can use Ztran also to translate the cylinder to a better fit.
I set the scale dial at 103 %
Now go to frame 15, where we loaded Bernadette. As we can see, the beautifully sculpted body is thinner than the Vicky's one, so we have to decrease the size of the cylinder. I ended up with 89 %, that means a 14 % smaller than the original size.
Now switch back to frame 1, set the cylinder size at 89 %, then select Vicky body and scale down to 86 % ( 100% - 14% = 86% ); check the interference with the cylinder: it should be more or less the same as before.
Now we can delete the cylinder: we don't need it anymore.
As usual, don't move anything!
Now select File – > Import – > Wavefront OBJ, locate the folder Jartnia, under Runtime – > Geometries and load 'suit.obj'.
I set the Scale parameter to 88 % to allow a small gap between the suit and the body, moved the suit a little to obtain a good fit then I switched to cloth room and run a couple of simulations. I found that the suit was stretched too much so I changed the parameters for Vicky (Figure 1) and Suit as showed in the images.
Most depends on your taste. Try yourself, after reading this tutorial, which arrangement works better for your liking. We start from a smaller Vicky because the cloth simulator works better 'inflating' the clothes instead of 'shrinking' them ( this may overlap polygons).
Now select the Jartnia suit and switch to cloth room.
Click on New Simulation, leave all the parameter at their default ( we may change the name of the simulation )
Then click on 'Clothify': if we have 'suit' already selected, it will appear on the panel, otherwise we have to select it under 'Props' entry.
Press 'Clothify' button, then click on 'Collide against' and select the body parts as shown in the picture.
Press 'OK' then set the “Cloth Collision Object” parameters as shown in the picture.
As usual, feel free to change Collision Offset and Depth and watch what happens!
Click on 'Edit Constrained Group' and select the vertex as showed in the following picture.
This is just an example: it is mostly a 'trial and error' process: you can select or deselect the constrained point, along all the simulation time and run new simulations until you are satisfied with the result. GND2 is heavily morphed so this process could be quite long: with a 'normal' body morph the process is much easier. Just a little trick: if you see the unconstrained points 'pop' out at the second frame of the simulation, this means that the collision depth is set too high: try decrease its value until you notice some 'poke through' in the dress, then increase again a little, to avoid the poke through. This will keep the dress very close to the body. You can, of course, increase a little the size of the suit and leave the Collision depth at the previous value. Pay attention when you select the point to constrain, especially if you drag a window to select them: always check the back of the figure to be sure that none has been selected in the back. To zoom very closer you may want to set the 'hither parameter' of the camera you are using to zero.
Then click on 'Edit Soft Decorated Group', press on 'Add Material', select 'Suit_Edges:
The borders of the suit will turn red; click 'Add Material' again and select 'Suit_Adds':
The straps on the back will turn red.
Suit edges and the straps on the back are separated meshes and they will fall down if we don't 'link' them to the suit mesh. We can close the 'Group Editor' panel and go to Dynamics Controls.
Set the parameter as shown below.
Also in this case, it is a trial and error process, but you will quickly understand how the different parameters affect the simulation behavior.
You can run the simulation and in a few minutes ( depends on your computer power ) you will get the following result.
Remember to save your file early and often!
Now switch to Pose Room , go to frame 15, where the suit is fully shaped . Go to File, Export, Wavefront OBJ, Export Range: Single frame, uncheck 'Universe' and check only the 'suit'; assign a name ( GND2_Suit_MT.obj for example ), then check only ' Include existing groups in polygon groups' as shown below.
Save your file, then import the previously saved GND2_Suit_MT.obj, uncheck all the option. Now we have another prop in the same location of the suit. We can delete the original suit ( or just hide it, unchecking the 'Visible' flag in the Properties tab ).
Select the prop GND2_Suit_MT, click on 'Grouping Tool' ( the button with a dashed square with a dot inside ): the hip of the suit should turn red , otherwise select it from the list.
Click on 'Create Prop', name it 'Hip_MT' where MT means Morph Target, for example. A new prop will be created with the same size and location of the suit hip group. Select again GND2_Suit_MT, select 'chest' group and repeat the same process until you have created a prop for every part of the suit. At the end, you should have the following props: Hip_MT, Chest_MT, rCollar_MT, abdomen_MT, rButtock_MT, lCollar_MT, lButtock_MT.
Now go to File, Export, Wavefront OBJ, Single frame, uncheck 'Universe', select only 'Hip_MT', export it 'as Morph Target', name it 'Hip_MT' for example.
Repeat this procedure for all the morph target props. You should end with the following files:
Hip_MT.obj , Chest_MT.obj , rCollar_MT.obj , abdomen_MT.obj , rButtock_MT.obj , lCollar_MT.obj , lButtock_MT.obj.
We can delete ( or hide ) all the props.
Go to Figures, and load Jartnia Suit: we are still at frame 15, so the suit will be a little bigger, for the poor Bernadette! Select the suit ( if you didn't delete the props, make sure you select the figure not the prop! ), select Body Parts – > Hip. In the Properties tab, click on 'Load Morph Target', locate the previously saved 'Hip_MT.obj' and load it with 'Hip_MT' name. Then switch to the 'Parameters' tab: we should have the new dial 'Hip_MT': set it to 1.
Repeat the same process for all the part of the Jartnia suit.
Now we can save our Jartnia Suit figure: select it, locate a proper folder in the Figures category, press the '+' button, give it a name, i.e. GND2_Jartnia;
Then conform the suit to Bernadette: we will have to set Hip_MT again to 1.
Pose Bernadette: if you notice some 'poke through', you may increase the scale factor of the suit Body to 101 % or a little more, or just scale up the offending parts; you may also use the various morph provided with the suit and don't forget our newly created morph!
You can use the same procedure for the remaining parts of the Jartnia Suit Pack: arms, boots etc. and , of course, for all the 'not too much' conforming dress!
Hope this tutorial was useful.
If you have any question, feel free to contact me at [email protected]