Usage Tutorial
These are the types of images you will be able to create by following this tutorial
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Poser Cloth Simulation Tutorial Steps using LaFemme 2 and the Charlene dynamic dress prop:
Part One: Setting up a Poser Cloth simulation:
1. Load In LaFemme 2 unclothed. Make sure the figure is at a zero pose.
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2. Load in the Charlene dynamic dress prop. The dress can be purchased here:
https://www.renderosity.com/marketplace/products/161425/charlene-dress-for-la-femme-2
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3. Tip: Open the Hierarchy Editor and unparent the dress from the figure by dragging the Charlene Dress to the Universe.
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4. Go to the Window menu and click on the Physics/Cloth - Creator Mode to open up the Physics/Cloth palette.
Click on New... name the simulation i.e. Dress.
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5. Click on the Cloth Dynamic tab and select the Charlene dynamic dress prop.
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6. Click on the Choreographed tab. Under LaFemme select specific body parts you want included in the cloth simulation
as auto generated constraints against the dynamic cloth prop. I selected the chest, waist, abdomen, hip, thighs, shins and glutes..png)
7. In the Object field, select the Charlene dress. You can do this my progressively search for dress by simply typing in 'dress'.
It will interactively locate the Charlene dress. Hit the Enter key to select it.
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8. In order to auto generate the body parts you selected in step 6 as constraints you must click on Calculate Simulation button and run and initial dynamic cloth simulation..png)
9. Once the simulation is complete. click on the Constraints tab and notice the AutoGen pulldown list.
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10. Click to view AutoGen list. These are the selected body parts setup as auto generated constraints. Notice that sub-body parts like the glutes may not be auto generated. You can always create new animated constraints and manually paint on body parts. Use AutoGen first as it is the easier, more accurate and precise method..png)
Part Two: Setting up a static or animated pose for a Poser Cloth simulation:
11. Since the simulation was calculated from a zero pose to frame 30 go to the Animation timeline and Keyframe at Frame 30.
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12. Advance the timeline to Frame 60. The 1st 30 frames is drape the cloth at zero pose for 30 frames and the 2nd 30 frames to drape the cloth to the pose ending on frame 60.
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13. Apply a pose or animated pose from the content library to the figure at Frame 60.
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14. Go back to the Bullet Physics palette and make sure to set the simulation End Frame to 60 and Calculate Simulation.
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15. Posing the figure will cause poke through. The easiest method to initially fix poke through is by going to the Settings options.
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16. Enable Poser Cloth glue dynamics and gradually increase Poser Cloth Glue distance value from the figure skin. For me, 0.0400 fixes the poke through from the shins.
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17. Recalculate the simulation.
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18. Check the results. Some cloth props may require additional methods to correct poke through i.e. Increasing or decreasing the cloth prop or specific body part Collision Margin, or by using morphs included with cloth props or figure shaping or creating Loosen fit or Tighten fit morphs with the Morphing tool.
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19. Correcting poke through using the Collision Margin dial: If you select the cloth prop in the Object field (i.e. progressively search 'dress' and select Charlene dress) you can use the Collision Margin dial to increase or decrease the space between the figure and the cloth prop. WARNING: IF you increase the value too high, bubbles will appear on the cloth prop. Simply decrease the value until they disappear.
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20. Correcting poke through using the Collision Margin dial on separate body parts: If you select an individual body part in the Object field (i.e. progressively search 'shin' and select Left Shin) you can use the Collision Margin dial to increase or decrease the space between the body part and the cloth prop. WARNING: IF you increase the value too high, bubbles will appear on the cloth prop. Simply decrease the value until they disappear.
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