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Conforming a Jacket to DAZ's Mike by thip

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Note: Although thip wrote this tutorial for Amapi and for DAZ's Mike character, the technique should work for any mesh with correctly named groups, and with any Poser character :0)

 

PART ONE:

Okay, your jacket for Mike is finished and ready in Amapi. Now we'll make it into a conforming clothing item in Poser. Export your jacket as Lightwave (seems to preserve smoothing info best) and convert to OBJ. You can use either Poser itself (if you've Pro Pack installed) or Anim8or as a file converter. Once you have an OBJ file ready, set the write-protect on, and import a copy into Poser. Now let's make the jacket conforming.

1. Import a Mike figure, choose Figure - Use Inverse Kinematics and un-check all IK. Then choose Window - Joint Editor and click the Zero Figure button. Now Mike should be in perfectly neutral position.


2. Re-size and move your jacket until it fits Mike. If you want it to fit over existing clothing items, load those and adjust the fit of the jacket, if necessary.


3. Choose Display - Figure Style - Outline to set Mike to outline display - notice that you can now see the "cutting lines" between Mike's various body parts.


4. Add four three cone props and position them approximately where Mike's neck and hands are. Don't let them overlap the jacket. You'll need these as "dummy geometry" in your figure to make the collar and sleeve ends follow Mike's neck and hands. Don't worry, we'll set them to invisible.


5. Export the jacket and cones as one OBJ file - all options off.


6. Re-import the OBJ file - all options off - and it should slap right into place.


7. Select the Front view under Select Camera.


8. Set display style to Wireframe - you should now have Mike in outline, and your jacket in wireframe.


9. Click the grouping tool - click New Group - name it rHand - select all of the right-hand cone.


10. Continue using the grouping tool to make groups - use the outlined Mike figure as a guide. Switch between views as needed. Make sure that the names are PRECISELY as in the list below (capital letters and all). The group borders need not be exactly where Mike's are (can't be, the mesh is different), but get as close as you reasonably can.

TIP : sometimes it's easier to use the Include Group option to include all previously selected groups and then Invert group, when one wants to make sure that no faces are selected in more than one group. UNSELECTED FACES WILL LEAVE HOLES IN YOUR COMPLETED CLOTHING ITEM - sorry for shouting, but it's exasperating to go through the entire figure creation process, only to find the odd "moth hole" here and there!

11. Once you have grouped the entire jacket, export it with ONLY option "Include existing groups in poly groups" selected. This is just to have a backup for possible later refinement of groupings.
12. Delete the Mike figure, leaving just your grouped OBJ. Save the Poser file, just as a backup etc.

Now you're almost done, all you need is to "hook up" to a CR2 file that will be the "control program" for your conforming figure's conforming, bending, twisting etc. Which method you choose for the CR2 work will depend on whether or not you have Pro Pack, Mike's clothing pak or P4 only. All three methods will be described in #2, and don't worry, they're surprisingly easy - I mean, if I can understand'em ANYONE can, believe me ;-)

OBJ GROUP NAMES :
hip, abdomen, chest, neck, rCollar, rShldr, rForeArm, rHand, lCollar, lShldr, lForeArm, lHand, rButtock, lButtock (you may want to leave out hip, rButtock and lButtock and just make the entire lower part of your jacket part of the abdomen, but your jacket may conform better WITH the lower groups, depending on the length of it).

Check the P4 manual on p. 306-7 for a more detailed description of body part groups.

 

 

PART TWO:

All right, now we'll turn your jacket into a conforming jacket for Mike. Start a new Poser file, import your grouped OBJ from Part ONE, load a zeroed Mike to check the size and placement of the jacket - and delete the Mike figure again.

The following steps depend on your setup, but we'll start with the basic method that'll work for ALL setups - conforming a jacket with P4 only. Check at the end of this post for what is easier or different with Mike's Clothing Pak and Pro Pack.

1. In Windows, go to the Poser 4\Runtime\Geometries folder. Make a new folder in this called, say, myMeshes.


2. From within Poser, save your OBJ to this folder - call it, say, myJacket.


3. Go to the Poser 4\Runtime\Libraries\character folder - make a new folder called, say, myClothes


4. Put A COPY of the file Poser 4\Runtime\Libraries\character\Zygote People\Michael.cr2 in your myClothes folder. Call it, say, MikeJacket.cr2.


5. Open this file in WordPad - be patient, it's a BIG file.


6. In the "actor" list (body part list), make a note of all the actors, you DON'T have OBJ groups for, such as

actor upNeck:3
{
storageOffset 0 0 0
geomHandlerGeom 13 upNeck
}
... and remove them.


7. For each of the actors removed, find the corresponding control section, such as the one for upNeck, which begins with

actor upNeck:3
{
name GetStringRes(1024,81)
...and ends with
displayMode USEPARENT
customMaterial 0
locked 0
}


8. Go to the Addchild section and remove all statements relating to the body parts you DON'T have, such as

addChild upNeck:3
neck:3


9. Below the Addchild section, remove ALL inkychain statements (IK specs - you can add your own later).


10. Next, remove all weld statements referring to non-existent body parts, such as


weld upNeck:3
neck:3


11. Finally, remove all Material statements except default, preview and any statements referring to your own materials. As an example, your jacket probably doesn't have a material such as material SkinBody


12. Now you're ready to re-point the CR2. Find the TWO figureres statements and change them
FROM figureResFile :Runtime:Geometries:ZygotePeople:blMilMan.obj
TO figureResFile :Runtime:Geometries:myMeshes:myJacket.obj
...or whatever you've called your jacket OBJ file.


12. Save the CR2, close down Poser, and start up again. Check in the Figures library under "myClothes", and you'll find a "shrugging guy" pic representing your new clothing item.


13. Ignore the guy and load the clothing item. Your jacket should turn up right on cue. Use the Object - Properties to set the dummy head and hands to invisible (and hip to visible, if you've used Mike's DressShirt as CR2 source). Make a nice view, and add to library with a new name.


14. Load the newly saved figure, load a Mike figure, conform jacket to Mike, and take it for a test run, posing Mike this way and that, and see how well the jacket follows his moves.

If you have Mike's clothing Pak, things will be a bit easier. Use his DressShirt CR2 to copy in step 4. That means you'll only have to remove materials, not body parts, from the CR2 - unless your jacket has fewer body parts; check the actor statements. You still have to re-point the figureres statements, of course.

If you have Pro Pak, things will be A LOT easier. Use the Setup room instead of steps 1-12 above. Use Mike's Dress Shirt or Mike himself as a skeleton, and delete unneeded bones (check the excellent PPP manual for details of the Setup Room). You may want to edit the CR2 later to remove unwanted materials.

Anyone who's gotten this far, pat yourselves on the back. You've done a lot of work. You've learned a lot about modeling, meshes, grouping and conforming. You may even have to re-do some of it - I mean MY clothing figures rarely work perfectly on the first try. But you'll find you work much faster, and think further ahead, each time you go through the process.

Have fun - I'm looking forward to seeing the creations of more gifted tailors than I on R'osity.