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CLO Virtual Fashion Inc.

Marvelous Designer 2 & CLO 3D 2011 Manual

Last Updated: 2011-02-24

Table of Contents Note: Marvelous Designer 2 has all the functions listed below except for functions. The mark

[A]

[A]

and * marked

indicates the functions included in Animation Editor plug-in and the mark

“*” indicates the functions available only in CLO 3D 2011. CLO 3D 2011 has all the features.

Installation Guide ...................................................................................... 1 Installation ............................................................................................................................................................................. 1 Deactivate License ............................................................................................................................................................. 5 Set Language ....................................................................................................................................................................... 6

Environment ............................................................................................... 7 Window and Pane.............................................................................................................................................................. 7 Avatar Window ........................................................................................................................................................... 7 Pattern Window ......................................................................................................................................................... 8 Object Browser ........................................................................................................................................................... 8 Property Editor ........................................................................................................................................................ 10 Toolbar.................................................................................................................................................................................. 13 View Control ...................................................................................................................................................................... 16

File .............................................................................................................. 17 Format .................................................................................................................................................................................. 17 Open and Save Garment Files .................................................................................................................................. 19 Layer Garments ................................................................................................................................................................ 21 Open Avatar Files ............................................................................................................................................................ 22 Open and Save Pose Files ........................................................................................................................................... 23 Open and Save Motion Files[A] ................................................................................................................................. 25 Open and Save Animation Files[A] ........................................................................................................................... 26 Export Animation[A] ........................................................................................................................................................ 28 Import and Export OBJ ................................................................................................................................................ 30 Import COLLADA Files .................................................................................................................................................. 34 Import /Export DXF-AAMA Files* ............................................................................................................................ 35 Print* ..................................................................................................................................................................................... 37

Guide for DAZ Studio & Poser Users............................................................ 38 Import COLLADA and OBJ from DAZ Studio .................................................................................................... 38 Import COLLADA and OBJ for Poser ..................................................................................................................... 42 Change Pose based on Vertex Morphing ........................................................................................................... 46 Change Pose based on Joint Transformation .................................................................................................... 49 Export Cloth as OBJ for DAZ Studio ...................................................................................................................... 54

Export Cloth as OBJ for Poser ................................................................................................................................... 57

Garments ................................................................................................... 60 Drape .................................................................................................................................................................................... 60 Synchronize ............................................................................................................................................................... 60 Place Pattern with “Arrangement Sphere” .................................................................................................. 61 Place Patterns with “Arrangement Points”.................................................................................................. 62 Rearrange All Patterns ......................................................................................................................................... 70 Reset Arrangement ............................................................................................................................................... 71 Flip Patterns .............................................................................................................................................................. 72 Place Pattern as Flat/Curved ............................................................................................................................ 75 Simulation.................................................................................................................................................................. 76 Move Draped Garments ..................................................................................................................................... 77 Activate Patterns ..................................................................................................................................................... 78 Set Fabric Detail ..................................................................................................................................................... 79 Layer Garments ....................................................................................................................................................... 80 Set Fabric Thickness for Simulation .............................................................................................................. 82 Set Material Properties ................................................................................................................................................. 83 Set Textures............................................................................................................................................................... 83 Set Colors and Transparency ............................................................................................................................ 87 Set Physical Properties ................................................................................................................................................. 89 Display .................................................................................................................................................................................. 90 Display and Hide Garments .............................................................................................................................. 90 Set Fabric Thickness for Rendering ............................................................................................................... 91 Display Garment Fit .............................................................................................................................................. 92 Display Contact Points......................................................................................................................................... 93 Display Seam Lines ............................................................................................................................................... 94

Avatar......................................................................................................... 95 Sizing* (will be updated) ............................................................................................................................................. 95 Display .................................................................................................................................................................................. 95 Display and Hide .................................................................................................................................................... 95 Set Rendering Style ............................................................................................................................................... 96

Animation[A] .............................................................................................. 97 Record in Simulation Mode ....................................................................................................................................... 97 Play and Edit on Animation Mode ....................................................................................................................... 101

3D Environment .....................................................................................103 Set Lighting ...................................................................................................................................................................... 103 Render in 3D Stereo .................................................................................................................................................... 104

Change Viewpoint ........................................................................................................................................................ 105

Pattern .....................................................................................................106 Design................................................................................................................................................................................. 106 Create Polygon, Rectangle and Circle Patterns ...................................................................................... 106 Create Internal Line, Polygons, Lines, Rectangles, Circles ................................................................. 108 Create Dart.............................................................................................................................................................. 110 Split Lines/Adding Points ................................................................................................................................. 111 Draw a 3-Point Curve ........................................................................................................................................ 112 Draw a Free Curve ............................................................................................................................................... 113 Edit Patterns ........................................................................................................................................................... 115 Copy and Pasting ................................................................................................................................................. 118 Make Fold Lines.................................................................................................................................................... 120 Insert Elastic ........................................................................................................................................................... 122 Place Print Texture ............................................................................................................................................... 124 Display ................................................................................................................................................................................ 126 Show and Activating Grid ................................................................................................................................ 126 Show Line Length ................................................................................................................................................ 128 Show Pattern Name ............................................................................................................................................ 129 Show Base Line ..................................................................................................................................................... 130 Show Mesh ............................................................................................................................................................. 131

Seams.......................................................................................................132 Sewing ................................................................................................................................................................................ 132 Editing Seams ................................................................................................................................................................. 134 Folding Seams ................................................................................................................................................................ 135 Displaying Seams .......................................................................................................................................................... 136

Window ...................................................................................................137 Display “Avatar Window” Dimension ................................................................................................................... 137 Screen-capture “Avatar Window” ........................................................................................................................... 138 Changing the Background of the “Avatar Window”........................................................................................................... 140

Installation Guide Installation 1.

Please update your computer’s graphic card before installing the software. For optimal display and performance, the following specifications are recommended: 

Recommended System Requirements:

OS: Microsoft Windows XP/Vista/7 32/64bit CPU: Pentium i7 Series GPU: Nvidia Geforce GTX 460(desktop), Nvidia Geforce 460M (laptop) RAM: 4GB 

Minimum System Requirements:

OS: Microsoft Windows XP/Vista/7 32/64bit CPU: Pentium 4 3GHz GPU: Nvidia Geforce 210(desktop),Nvidia Geforce310M(laptop) RAM: 2GB 

Links for Updating Graphic Card Driver: [ NVIDIA Driver Download ] [ ATI Driver Download ] [ INTEL Driver Download ]

2.

Run the installation file.

1

3.

The installation window will pop up as shown below. Click the 'Next' button to proceed.

4.

Read through the License Agreement and click the ‘I Agree’ button.

5.

Choose an installation location.

2

6.

Choose a Start Menu Folder.

7.

Wait while the program installs the files.

8.

Once the installation is complete, click the ‘Finish’ button to run CLO 3D & Marvelous Designer.

3

9.

When the Login window appears, enter the id and password you used to register at www.marvelousdesigner.com.

10. In the window that follows, you will be able to set your graphics options. For slower operating systems, we recommend you turn off all of the options.

11. After setting graphic options, the program loads the initial avatar and clothes. If the program crashes after loading the data, as it must be due to the graphic card driver problem, you should update to the latest graphic card driver.

12. After loading, you need to get authenticated. Enter the same id and password as used when you login www.MarvelousDesigner.com in License Activation Dialog. Once the authentication completed, you may use the program even in offline. But you should be online whenever you need to update your license, for example, after purchasing the Personal License or Small Business License.

4

Deactivate License In order to transfer the license onto the other PC or change the hardware configuration (CPU, hard drive, network card, main board, etc), you should first deactivate the current license. It also requires you to be online. Note: The uninstaller does not deactivate your license automatically.

[Operation] Click “Setting>Deactivate License”.

Click “Yes”

Deactivate License

Enter your ID and Password and click “Deactivate”.

5

Set Language The default language is English. We support English, Korean and Arabic now.

[Operation] Click “Setting>Language” and select one you want to use.

Deactivate License Restart the software to apply the change.

6

Environment Window and Pane

Avatar Window You can dress avatar and record animation with the cloth.

Arrangement of Patterns

Simulation

7

Recording Animation

Pattern Window You can draw patterns, set seams and set textures here.

Drawing Patterns

Sewing

Setting Textures

Object Browser [Operation] You can check the lists of patterns, shapes, Seams and object in Pattern and Avatar Window. When you select a pattern in Pattern and Avatar Window,

Scene

it is showed up in the Object Browser.

Change the material of cloth in Avatar Window.

Material

8

Add and Edit the arrangement points.

Arrangement Point

Add

and

edit

bounding volumes.

Arrangement BV (Bounding Volume)

9

the

arrangement

Property Editor Pattern Property You can change the names of patterns. Basic Info

It shows entire length of a

Shape

shape. You

Pattern

can

particle(mesh)

adjust

the

distance

of

patterns. After arranging patterns with “Arrangement Point”, you can ajdust the details. Arrangement

The colors of clothes can be set here. Material

The physical property can be set here. There are some preset of fabric like “Denim”, “Silk”, “Cotton” and “Wool”. You can

Physical Property

also set detailed property by using the menu, “Detail”.

You

can

adjsut

the

shirink,

thickness and coordinate with

Etc

“layer”.

10

This menu displays when you only select a line of pattern. You Picked Line

can see the length of the line and insert elastic band.

Internal Shape Property You can change the names of internal polygons and lines. Basic Info

This menu is to fold a pattern by adjsuting angle of internal

Shape

shapes. You can make a iron line and pleats with it.

Seam Property You can change the names of seams. Basic Info

You can aslo set the angle of

Seam Pair

seams like the internal shapes.

Texture Property After inserting textures, you can edit them in this menu. Texture Transformation

11

Object Property You can change the names of objects in Avatar Window. Basic Info

The colors of objects can be adjsuted in this menu.

Material

12

Toolbar Pattern

Design

Tools Edit pattern (Z)

To select and move patterns, lines, and points.

Create Polygon Pattern (A)

To draw a polygon by plotting multiple points.

Create Rectangle Pattern (S)

To draw a rectangle.

Create Circle Pattern

To draw a circle.

Internal Polygon/Line (G)

To draw internal shapes (polygons) and lines. This tool is also used to indicate ironing lines or folding lines within a pattern.

Create Internal Rectangle (F)

To draw internal rectangles.

Create Internal Circle ()

To draw internal circles.

Create Dart (D)

To draw darts (4 point darts) within a pattern.

Add Point/Split Line (X)

To add points on a line or to split a line.

Change to 3-point Curve (C)

To change a straight line into a 3-point curve.

Sewing Tools Edit Seam (B)

To select and modify sewing lines.

Segment Sewing (N)

To sew seams by line segments.

Free Sewing (M)

To sew seams by clicking on start points and end points on corresponding patterns.

13

Show Seam (Ctrl+B)

Texture

To display/ hide seams.

Design

Tools Edit Texture (T)

To select, move, rotate and scale textures.

Create Print Texture

To insert a print texture onto a pattern.

Show Texture (Ctrl+T)

To display/ hide textures.

Draping Tools Simulation (Spacebar)

To start/ stop the draping simulation.

Synchronize (Ctrl+D)

To synchronize the patterns, seams, and print textures between the Avatar and Pattern Windows.

Show Cloth

To display/ hide the garment.

Cloth Display Options

Click on the checkmark to activate/deactivate garment display options. Play Motion Show Avatar

To play stop avatar’s motion. To display/ hide avatar.

Avatar Display Options

14

Click the checkmark to activate/deactivate avatar display options.

Show Arrangement Points

To display Arrangement Points on the avatar.

Reset All Patterns

To reset all patterns to their original placement (along a single axis)

Rearrange All Patterns

To rearrange all patterns to their last placement before simulation.

15

View Control You can control the view of the Avatar Window and the Pattern Window using your mouse.

[Operation]

To Move: Scroll-click and drag. Move

To Zoom: Scroll. Zoom In/Out

To Rotate: Click and drag the right button. Rotate

16

File Format Note: Marked formats “*” are only available in CLO 3D and [A] are available in Animation Editor plug-in.

 Marvelous Designer & CLO 3D own formats Cloth

*.pac

It is an abbreviation of “Pattern and Cloth”. It has the data of cloth, pattern, seams and material. It has a pose data of avatar. When you save clothes as “*.pac” format this is automatically saved as “*.pos” file. You

Pose

*.pos

can change the avatar’s pose easily with this file. The pose can be saved only when you open an avatar model with joints as COLLADA format. It is a motion data of avatar. The motion can be saved only

Motion

[A]

*.mtn

when you open an avatar model with the motion as COLLADA format. It is a recorded file by simulating with motion(*.mtn) of

Animation[A]

*.anm avatar. You need a cloth file(*.pac) to play this animation in CLO 3D & Marvelous Designer or Marvelous Show Player.

Arrangement Point

*.arr

It is a red points around avatar to arrange patterns easily. It can be created based on Arrangement Bounding Volumes. It is a cylinder covering parts of avatar and the start and

Arrangement Bounding Volume

*.pan

end of it are connected with joint of avatar. Thus although the

avatar’s

pose

is

changed,

you

can

use

these

Arrangement BV by fitting the pose. Physical Property

*.psp

It contains details about Physical Property of cloth.

 Compatible Format CLO 3D & Marvelous Designer currently supports COLLADA COLLADA

*.dae

format for loading avatars. COLLADA files can be exported from 3DS Max, Maya, Poser and DAZ Studio. COLLADA 17

format contains rigging, skinning, animation data as well as geometries

and

materials.

You

should

install

OpenCOLLADA (http://www.opencollada.org/download.html)

the

plug-in for

exporting

COLLADA in 3DS Max or Maya. OBJ

*.obj

You can import OBJ formatted avatar models, but only geometries and materials can be loaded. DXF-AAMA is a standard format in pattern CAD industries.

DXF*

*.dxf

CLO 3D is now compatible with YUKA, Gerber, Lectra, StyleCAD, Optitex, PAD System, etc.

BVH[A]

Animation Cache

Texture

*.bvh

[A]

*.mc *.pc2

It has skeleton hierarchy information and the motion data by capturing actor’s motion. It has vertex animation data. After recording animation in CLO 3D you can export the animation as point cache to 3DS Max or Maya.

Image You can set texture on cloth with standard image file formats Format such as *.jpg, *.bmp, *.png, *psd and etc.

18

Open and Save Garment Files To open and save garment files (*.pac). Note: The avatar’s pose file (*.pos) is saved with the garment file.

[Operation] Click file>Open>Garment

Open Garment

Click file>Save As>Garment to save Garment for the first time or under a different file name.

Save Garment

19

Click File>Save Over.

Save Over

20

Layer Garments To import and layer garment files

[Operation] In the main menu, click file> open> Layer Garment

Layer Garment

21

Open Avatar Files To load Avatars CLO 3D & Marvelous Designer currently supports COLLADA and OBJ formats for loading avatars. Once you open an avatar, the previous avatar is replaced by the new avatar. COLLADA files can be exported from 3DS Max, Maya, Poser and Daz Studio. COLLADA format contains rigging, skinning, animation data as well as geometries and materials. You should install the OpenCOLLADA plug-in (http://www.opencollada.org/download.html) for exporting COLLADA in 3DS Max or Maya. You can also import OBJ formatted avatar models, but only geometries and materials can be loaded.

[Operation] In the main menu click File> Open> Avatar

Open Avatar (COLLADA)

File>Import>OBJ

Open Avatar (OBJ)

22

Open and Save Pose Files To load avatar’s pose files (*.pos) Once loaded, the avatar’s pose automatically changes to the new one. The simulation mode will turn ON to drape the garment on the new pose of the avatar. Note: You can save pose files only if the avatar model has joints.

[Operation] In the main menu, click File > Open> Pose

Open Pose

Before and after loading a pose

Play/Stop Pose Transition

Click

Save Pose

Click Files> Save> Pose.

(Play Motion) button.

23

24

Open and Save Motion Files[A] To open and save avatar motion files. The motion file can only be saved when you open an avatar model who’s current motion is saved as a COLLADA file.

[Operation] In the main menu, click File> Open> Motion

Open Motion

In the main menu, click File> Save> Motion

Save Motion

25

Open and Save Animation Files[A] All cloth animations and avatar motions can be recorded, saved, and loaded in this software. If you are not familiar with the Animation features, please see the Animation section first. * Before to load an animation file (*.anm), you have to load the cloth file (*.pac) and the avatar file used for the animation recording. If the cloth file and the avatar file are not consistent with the animation file, the animation will not be played properly.

[Operation] Click the

Open

button to switch to the Animation Mode.

Click “File> Open> Cloth” to load the cloth used when you recorded the animation.

Click File>Open>Animation or the

(Open) button to load an

animation. Then, the loaded animation 26

will

be

displayed

on

“Animation Editor” pane.

Click the

(Save) button. Then, “Animation Save” dialog will pop up.

Here you can specify the region you want to save.

Save

Entire Region

Save whole cloth animation data.

Play Region only

Save the cloth animation data within the Play Region.

27

Export Animation[A] The animation data can be exported into the other 3D tools such as 3ds Max, and Maya. There you can render the animation with high-quality renderer and make realistic virtual fashion shows.

[Operation] Click “File> Export> OBJ Sequence” to export animation as a sequence of OBJ files.

Export as OBJ Sequence

Set options to export in “Cloth Animation Exporter” dialog.

Scale

Set the scale manually.

Welding

Weld the edges connected by seams.

Save

Select the region to save.

Click “File> Export> Maya Cache” to export animation as a Maya Export as Maya Cache

Cache(.mc) file. And set options to export in “Cloth Animation Exporter” dialog.

28

Click “File> Export> Point Cache 2” to export animation as a Point Cache(.pc2) file. And set options to export in “Cloth Animation Exporter” dialog.

Export as Point Cache 2

29

Import and Export OBJ To import OBJ files as an Environment or an Avatar. Garments do not collide with Environmental objects, however the Avatar can collide with Environmental objects. Avatar morphing is possible with OBJ importing if you save an MTL file (containing the material information) with the same name as the OBJ file.

[Operation] In the main menu, Click File> Import> OBJ

Import OBJ

30

Scale

Determines the scale of the object’s size. Note: The default units of CLO 3D & Marvelous Designer are millimeters (mm).

Unit in File to Import: select a preset unit. Auto Scale: automatically change the scale of OBJ file. Axis Conversion

Swap Y and Z Axis: Swap the Y axis of OBJ file to with Z axis.

Option

Load as New Avatar: Loads the OBJ file as an Avatar. Load as Static Object: Loads the OBJ file as an Environmental object that does not collide with garment Load as Morph Target and Animate: Loads the OBJ file as a Morph Target. With this option you can change the pose or size of the current avatar into that of the new avatar. With morphing, both avatars will have the same mesh topology. Morphing Frame Count: Indicates the number of frames in the morphing animation. The smaller the number, the faster the Avatar will morph.

Pose change

31

Size change In the main menu, Click File> Export> OBJ

Export OBJ

After naming the file, the following window will appear.

32

Scale

Determines the scale of the object’s size. Note: The default units of CLO 3D & Marvelous Designer are millimeters (mm).

Object

Welding: connects overlapping vertices on seam lines. If it is not checked, Garment will be separated into individual pattern pieces. Shape List: selects shapes to export. Note: “Cloth_Shape” is the name of the garment object.

33

Import COLLADA Files To load a COLLADA file within an environment model.

[Operation] In the main menu, Click File> Import> COLLADA

Import COLLADA

34

Import /Export DXF-AAMA Files* DXF-AAMA is the standard CAD format used in the fashion industry. CLO 3D is now compatible with YUKA, Gerber, Lectra, StyleCAD, Optitex, PAD System, etc. As the DXF-AAMA format is different for every system and the exporting options vary, you may fail to load some files in CLO 3D. If you run into this problem, please send the file to [email protected]. We will try our best to resolve the issue in a timely manner. .

[Operation] In the main menu, Click File> Import> DXF

In the following window, you can determine the scale of the pattern. Import DXF

File

Check the path of file or load DXF file. 35

Scale

Determines the scale of the DXF file’s size.

Note: The default unit of CLO 3D is millimeters (mm). Option

Swap outer line and sewing line: The export options in most pattern CAD systems allow outer lines and sewing lines to be swapped. Turn this option on if the lines have been swapped during the export process.

Minimum Distance

Point: is distance between points. Because the points in this distance are automatically deleted, sometimes the line of pattern is distorted. In this case, narrow this distance. Curve Point: is the distance between “Free Curve Points”.

In the main menu, Click File> Export> DXF

Export DXF

36

Print* CLO 3D currently prints objects in the Pattern Window. The scale is determined by and limited to the size of a single page. The printing of 1:1 scale patterns will be included in a future update.

[Operation] Right-click on the background of the Pattern Window to display the popup menu. Click “Show All Patterns in Window”

Print Click File> Print Preview to preview the print area. Then click File> Print.

37

Guide for DAZ Studio & Poser Users Import COLLADA and OBJ from DAZ Studio You can import the avatar of DAZ Studio into CLO 3D & Marvelous Designer.

[Operation] Load an avatar at DAZ Studio.

Import as COLLADA

Click “File> Export at DAZ Studio”.

And select “COLLADA.dae(*.dae)” in Save as type.

38

Click “File> Open> Avatar” in CLO 3D & Marvelous Designer to open the avatar.

Click “File> Export at DAZ Studio”.

Import as OBJ

And select “Wavefront Object (*.obj)” in Save as type. 39

Enter “1000%” in the scale value in the OBJ Export Options, because the default unit of Marvelous is millimeter while it is centimeter in Daz Studio.

Click “File> Import> OBJ” in CLO 3D & Marvelous Designer to import the avatar model.

40

Then, click “OK” to import. (If you exported the avatar model form DAZ Studio in “100%” scale, you have to change the scale value to “1000%” in the Import OBJ Dialog.)

41

Import COLLADA and OBJ for Poser You can import the avatar of DAZ Studio into CLO 3D & Marvelous Designer. Note that this manual was written based on Poser 8

[Operation] Open an avatar at Poser.

Click “File> Export> COLLADA”. Import as COLLADA

And export the avatar as “100%”.

42

Click “File> Open> Avatar” in CLO 3D & Marvelous Designer to open the exported model.

Click “File> Export> Wavefront OBJ”.

Import as OBJ

Select single frame and whole objects of avatar in the option dialog.

43

Set options as below and click “OK” to export.

Click “File> Import> OBJ” in CLO 3D & Marvelous Designer.

And enter “262128%” in the scale slot in the Import OBJ Dialog because Poser’s default unit is 8.6 feet and CLO 3D & Marvelous Designer’s is millimeter. In the case you changed the default unit in Poser, you have to calculate it yourself.

44

45

Change Pose based on Vertex Morphing There is a two way to change the pose of V4. The first is to morph the avatar into the target pose by loading the target posed avatar model formatted in OBJ. As we take a vertex morphing method, if there is a large gap between the initial and final poses, the avatar could be distorted during morphing process as you can see in the middle images below. For those cases we recommend you to create an intermediate pose model and use it as the target posed avatar first. Then apply morphing process with the final posed avatar once again. If you feel like this task is cumbersome, you can take the second way, “Changing Pose based on Joint Transformation” will be described in the following section, which requires COLLADA formatted avatar models.

[Operation] There are two poses required; one is for draping clothes easily and the another is for changing pose. Export two poses of avatar as the OBJ file format from DAZ Studio.

Export Avatar as OBJ from DAZ Studio

Initial Pose

46

Final Pose

Click “File> Import> OBJ” to load the T-posed V4 in CLO 3D & Marvelous Designer.

Check the “Load as New Avatar” in “Import OBJ” Dialog.

Morphing OBJ to Change Pose

Then put clothes on the V4.

“File> Import> OBJ” to load another pose of V4. 47

Check the “Load as Morph Target and Animate”. The “Morphing Frame Count” denotes the number of frames of the morphing animation from the current pose to the target pose. Set the count of frame and click “OK”.

Then the pose is changed gradually as much as the count of frame. After changing the pose, adjust the clothes with the “Q” key.

48

Change Pose based on Joint Transformation You can easily change the pose with this way since Joint Transformation results in better interpolation between two poses. In order to take this approach you need to prepare the avatar models in COLLADA that has joint data. Note: You also need the final posed avatar in OBJ. This is because there is a little difference between the shapes of the original avatar in DAZ Studio and the avatar loaded as in COLLADA format in CLO 3D & Marvelous Designer since DAZ Studio’s COLLADA exporter does not fully fill the joint and skinning weight information in the file. Thus the work flow after the Joint Transformation is as follows.

Dressing the COLLAD formatted avatar

Loading the OBJ formatted avatar

Fitting the clothes to the OBJ formatted avatar

[Operation] There are two poses required; one is for draping clothes easily and another is for changing pose. Export the initial posed and final posed avatars as COLLADA from other tools.

1. Prepare the initial and final posed avatar as COLLADA

Initial Pose

2. Prepare the final pose as OBJ

Export the final pose of the avatar as OBJ.

49

Final Pose

Click “File> Open> Avatar” and open the final pose.

3. Save Pose Click “File> Save> Pose” to save the pose as a .pos file.

Click “File> Open> Avatar” to load the initial posed avatar.

4. Change Pose

Put clothes on the avatar.

50

Click “File> Open> pose” to load the .pos file you saved. Then the avatar’s pose will be changed gradually. It can take a while according to the complexity of the clothes.

51

Click “File> Import> OBJ”.

Then some parts of body and clothes would intersect each other.

5. Fit Clothes

Here you should pull out the cloth manually. For this, drag the cloth while pressing down ‘Q’ key (see “Moving Cloth” section).

Turning on “Avatar-Cloth Collision Detection (Vertex-Triangle)” can make this task much easier though it can slow down the simulation a little. You can check on this option in the Simulation Property which 52

you can select in the background popup menu in Avatar Window.

53

Export Cloth as OBJ for DAZ Studio [Operation] Make a cloth on the avatar.

Export Cloth as OBJ

Click “File> Export> OBJ” to export the cloth.

Check only on “Cloth_Shape” to export the cloth only. Check on “Welding” to weld seams of cloth. Let the scale percentage be as “100%”.

54

Click “File> Import” in DAZ Studio to load the cloth.

And enter “10%” in the scale slot in OBJ Import Options Dialog.

55

Note: To load texture images correctly, you should follow directions below. -

Texture name and file path should be alphabets with no spacing.

-

The cloth file name also should be alphabets with no spacing.

56

Export Cloth as OBJ for Poser [Operation] Make a cloth on the avatar.

Export Cloth as OBJ

Click “File> Export> OBJ” to export the cloth.

Check only on “Cloth_Shape” to export the cloth only. Check on “Welding” to weld seams of cloth. Let the scale percentage be as “100%”.

57

Click “File> Import> Wavefront OBJ” at Poser

First, import the object as “100%”.

58

And then you should scale the object manually because Poser autoresize the object when importing it.

59

Garments Drape Synchronize To synchronize the patterns, seams and print textures between the Avatar and Pattern windows. When Synchronize is on, changes made in the Pattern Window are immediately reflected on the garment placed or draped in the Avatar Window. Note: Pattern pieces turn blue after they have been synchronized.

[Operation]

Synchronize

60

Place Pattern with “Arrangement Sphere” You can move patterns in the

Avatar Window with the Arrangement

Sphere. The Sphere is displayed when you select a pattern in the Avatar Window or the Pattern Window.

[Operation] Move

Patterns

Drag on the arrows to move patterns along an axis . Use the colored arcs to rotate along an axis. You can also move the patterns freely by dragging the yellow box in any direction.

Y Axis

X Axis

Z Axis

Rotating Patterns

Y Axis

X Axis

Z Axis

The green arrow moves the pattern along the Y axis (up/down)

The red arrow moves the pattern along the X axis (left/right). The

blue

arrow

moves

the

pattern

along

(forward/back). The green arc rotates the pattern along the Y axis.

The red arc rotates the pattern along the X axis.

The blue arc rotates the pattern along the Z axis.

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the

Z

axis

Place Patterns with “Arrangement Points” You can easily arrange the patterns around the avatar with the Arrangement Points. The Arrangement Points indicate key positions on the body, such as the bust, waist, sleeve, and wrist. Select the pattern you would like to place, then click an Arrangement Point near the area you would like it to drape on. The pattern will move and wrap itself around the area, referencing the Arrangement Point as its midpoint position. Arrangement Points are placed on the Arrangement Bounding Volumes (BVs) that enclose each part of the avatar’s body. The Arrangement Points and BVs can be edited in the Object Browser.

[Operation] Click

in the Avatar Window toolbar or right click to show the

popup menu and select “Show Arrangement Points”.

Show Arrangement Points

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After placing the pattern, you can edit the position under the Arrangement tab in the Property Editor.

Arrange Patterns

Arrangement Point

Shows the Arrangement Point the pattern referenced

Shape Type

Makes the pattern curved or flat.

Position X

Adjusts the pattern’s X position on the Arrangement BV.

Position Y

Adjusts the pattern’s Y position on the Arrangement BV.

Offset

Adjusts the offset from the Arrangement BV. The curvature will change accordingly .

Direction

Adjusts

the

direction

of

the

pattern

on

the

Arrangement BV. Vertical Reverse

Flips the pattern vertically. You can also do this

with

the popup menu in Avatar Window. Horizontal Reverse

Flips the pattern horizontally. You can also do this with the popup menu in Avatar Window.

Edit Arrangement Point

Add

Click the “Arrangement Point” tab in the Object Browser. Then click “add” to create a new Arrangement Point.

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A new Arrangement Point “Body” is created.

Click the newly created “Body” tab, and its properties will be displayed in the Property Editor. Choose the Arrangement BV and adjust the parameters to edit the position of the Arrangement Point.

Basic Info

Name

Name of the Arrangement Point

Arrangement

BV

Selects an arrangement board to place the arrangement point on.

X

Adjusts the horizontal position of the point 64

Y

Adjusts the vertical position of the point.

Offset

Adjusts the offset of the point from the Arrangement BV.

Click an Arrangement Point you would like to delete in the Arrangement Point list, and click the “delete” button.

Delete

Click “open” in the Arrangement Point tab.

Open

And then open an “*.arr” file.

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Click the “save” button in the Arrangement Point tab.

Save

Click the triangle button next to the “Show Avatar” button in the Avatar Window. Then click the “Show Arrangement Bounding Volume” tab. Show

Edit Arrangement BV

Add

Click the “Arrangement BV” tab in the Object Browser. Then click “add” to create a new Arrangement BV.

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A new Arrangement BV “Pan” is created.

Click “Pan”, and its properties will be displayed in the Property Editor. Here you can set the position, height and radius of the BVs. Move and rotate the BV using the Arrangement Sphere.

Basic Info

Name

Name of the Arrangement BV

Arrangement

Joint Name 0

Sets the joint that connects to the

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bottom of the Arrangement BV. Joint Name 1

Sets the joint that connects to the top of Arrangement BV.

Height

Adjusts

the

height

of

the

Arrangement BV. Radius X Adjusts the radius of the X axis. Radius Y Adjusts the radius of the Y axis. Click the Arrangement BV you wish to delete from the Arrangement BV list, then click the “delete” button.

Delete

The “Fitting” option will generate Arrangement BV based on the avatar’s current pose. Click the “Fitting” button in the Arrangement BV tab.

Fitting

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Before and after BV fitting Click the “open” button in the Arrangement BV tab.

Open

Open a “*.pan” file.

Click the “save” button in the Arrangement BV tab.

Save

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Rearrange All Patterns To return all patterns to the last arrangement before draping.

[Operation] Click the

button in the Avatar Window.

Rearrange All Patterns

Right-click on the pattern you would like to rearrange to activate the popup menu and select “Rearrange Selected Patterns” tab.

Rearrange Selected Patterns

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Reset Arrangement To reset the arrangement of all patterns All patterns in Avatar Window will be arranged on a single axis as displayed in the Pattern Window.

[Operation] Click the

button in the Avatar Window.

Reset Arrangement

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Flip Patterns To flip patterns horizontally and vertically “Flip Horizontally” rotates the pattern 180° on Y-Axis, and “Flip Vertically” rotates the pattern 180° on X-Axis. You can also flip the patterns while keeping their curvature with “Reverse-arrange Horizontally” or “Reverse-arrange Vertically” in the right-click activated popup menu.

[Operation] Right-click on the pattern you want to flip, and select “Flip Horizontally” in the popup menu.

Flip Horizontally

Right-click on the pattern you want to flip, and click “Flip Vertically” in the popup menu.

Flip Vertically

Reverse-arrange Horizontally

Right-click on the pattern you want to flip, and click “Reverse-arrange Horizontally” in the popup menu.

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Or select a pattern and check the “Horizontal Reverse” option in the Arrangement tab of the Property Editor.

Right-click on the pattern you want to flip, and click “Reverse-arrange Vertically” in the popup menu.

Reverse-arrange Vertically

Or select a pattern and check the “Vertical Reverse” option in the Arrangement tab of the Property Editor. 73

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Place Pattern as Flat/Curved To place patterns as curved or flat objects for better draping After placing pattern on Avatar using Arrangement Points, select “Arrange as Flat” or “Arrange as Curved” from right-click activated popup menu.

.

[Operation] Right-click on the pattern you want to change, and click “Arrange as Flat” or “Arrange as Curved” in the popup menu.

Place as Flat/ Curved

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Simulation You can use the “Simulation” button to sew patterns into 3D garments and play/stop 3D garment animations.

[Operation] Simulation Click the

(Simulation) button to simulate.

Turn on both the

(Simulation) and

(Synchronize) buttons. Any

changes made on patterns in Pattern Window are immediately reflected in the Avatar Window. Synchronized Design

You can display the simulation speed by selecting Window> Show Frame Rate. Higher FPS (frames per second) indicates a faster simulation speed.

Show Frame Rate

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Move Draped Garments To pick up and move parts of the draped garment It is also possible to pin the garment at a specific point in space.

[Operation] Click and drag a part of the garment while holding down the

key.

Move Garment

Click a part of garment while holding down the

key. A dark red

pin will appear on the garment. You can click and drag to move the

Pin Garment

position of the pins. Remove Pin Click the pin again holding down the

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key.

Activate Patterns To activate/deactivate patterns. Deactivated patterns will not move or show changes during simulation.

[Operation] Right-click on a pattern you would like to activate/deactivate, and select “Activate/Deactivate Pattern” in the popup menu.

Activate/Deactivate Pattern

Right-click to activate the popup menu and select “Activate All Patterns”

Activate All Patterns

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Set Fabric Detail

You can control the detail level of garment by adjusting the Particle Distance in the Property Editor. The Particle Distance indicates the average number of intervals between vertices. Set the value as 20.0~40.0mm for prototyping and 5.0~10.0mm for presentation models.

[Operation] Select the pattern, then enter a value from 5.0 to 700.0 in the Particle Distance tab of the Property Editor. This change will be reflected in the Avatar

Window

Arrangement),

when

it

is

refreshed

(Rearrange All Patterns) or

Set Fabric Detail

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using

the

(Reset

(Synchronize) tools.

Layer Garments To coordinate and layer garments. .

[Operation] Select a pattern, then enter a value in the Layer tab in the Property Editor (under Physical Property> Fabric Property> Etc). The value “0” indicates the layer closest to the body.

Set Layer

Open a garment.

Coordinate

Click File> Open> Layer Garment to add another garment layer.

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Select all the patterns of the newly imported garment in the Pattern Window. Then enter “1” in the Layer tab.

Press the simulate button in the Avatar Window to see the changes.

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Set Fabric Thickness for Simulation You can mimic volumetric fabrics that have quilting or padding by increasing the thickness of the garment.

[Operation] Select the pattern, then enter a value in the “Thickness (Simulation)” tab

in the Property Editor (under Physical Property> Fabric Property>

Etc)

Set Fabric Thickness for Simulation

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Set Material Properties Set Textures To import texture files In addition to Global Map and Color options, CLO 3D & Marvelous Designer use standard images files to render the texture of garments. These files can be anything from solid colors to specific prints. You can adjust the placement, scale, and angle of the files after importing them. To import files, simply drag and drop the file from a folder on your computer directly into the program. Supported Format: *.jpg *.jpeg *.png *.bmp *.wbmp *.psd *.ico *.tga *.tif *.tiff *.gif *.mng *.jng *.dds *.hdr *.koa *.lbm *.iff *.pbm *.pcd *.pcx *.pgm *.ppm *.ras *.cut *.xmb *.xpm *.sgi *.g3 *.exr *j2k *.jp2 *.pfm *.pict

[Operation] Drag from Window Folder: Open a folder containing texture images. Drag and drop an image form the folder onto a pattern in the Avatar or 2D Pattern Window. .

Insert Texture

Set Global Map at Property Editor: The global map is an image file that is used to represent the texture of the fabric. To specify the image path, click the Global Map tab.

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button on the

With 32bit images like PNG, TGA, TIFF and etc., you can render the transparency /sheerness of fabrics such as lace.

Drag on a pattern to translate its texture. To rotate or scale the texture you can use gizmo. Scale Vertically Scale Proportionally

Gizmo Scale Horizontally

Transform Texture

Rotate

Move

Scale

Mouse-drag on a pattern to move the position of the texture. Click on a pattern to display the Gizmo and drag the diagonal points to scale the texture. 84

Reduction

Expansion

If you want to scale vertically or horizontally, drag the points being on end of each direction.

Scale Vertically

Scale Horizontally

Or you can scale the texture size by entering a value in the “Texture Transformation” of the Property Editor displayed when you select a texture with the

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(Edit Texture) tool.

Mouse-drag along the yellow circle to rotate a texture. The axis of rotation is the point you clicked on a pattern.

Rotate

Or enter a value of angle in the “Texture Transtformation”.

To delete the texture, right-click to activate the popup menu and select “Delete Texture.”

Delete Texture

Display Texture Click the

button to display or hide textures in Pattern Window.

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Set Colors and Transparency To set the material properties of the garment Select the pattern you wish to assign material properties to. Then use the tabs in the Property Editor to customize parameters.

[Operation] Click the

button on the color option tabs (Ambient, Diffuse,

Specular, Emission) Then select the color of the garment in the window that follows. Ambient Color: The color of light reflected from the objects around.

Adjust Color

Diffuse Color: the color of light diffused on the surface of the garment.

Specular Color: the color of light reflected on the surface of the garment. You can render a variety of shiny fabrics by adjusting the values of this function. In addition, you can change the strength of the shine by adjusting the values in the “Shininess” tab.

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Emission Color: the color of light reflecting by itself. You can make details like retro reflective fabric.

To adjust the transparency of the garment. The value “0” indicates a completely transparent garment.

Adjust Transparency

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Set Physical Properties You can set detailed physical properties of the rendered materials, such as stretch, shearing strength, bending strength, internal damping, buckling point and density.

[Operation] Basic presets such as silk, wool, and cotton are provided. You can customize the settings and save/load them. Additional settings will be

added through www.MarvelousDesigner.com

Set Physical Properties

Stretch (Weft)

Horizontal stretch of fabric

Stretch (Wrap)

Vertical stretch of fabric

Shearing Strength

Bias stretch of fabric

Bending Strength

Bendability

Internal Damping

Internal damping

Buckling Point

Rate of buckling ranging from 0.0 to 1.0

Density

Density

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Display Display and Hide Garments [Operation] Click the

(Show Cloth) button to display or hide garments.

Display Garment

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Set Fabric Thickness for Rendering [Operation] Click the triangle button next to the “Show Garment” button. Then select Rendering Style> Thick Textured Surface.

Display Thickness

Select the pattern to adjust. Then enter a value in the “Thickness (Rendering)” tab in the Property Editor (under Physical Property> Fabric Property> Etc)

Adjust Thickness

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Display Garment Fit To see how well the garment fits, you can change the Rendering Style to “Pressure”. The blue indicates areas that fit loosely; the red indicates areas that are tight.

[Operation] Click the triangle button of the Rendering Style> Pressure. Show Garment

Fit

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(Show Cloth) button, and select

Display Contact Points This function will display points on the garment that are in contact with the Avatar’s body.

[Operation] Click the triangle button of the

(Show Cloth) button. Click the

“Show Contact Point” on/off to display /hide the contact points.

Show Contact Point

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Display Seam Lines [Operation] Click the triangle button of the

(Show Cloth) button Click the

“Show Sewing Lines” on/off to display/hide the sewing lines.

Show Sewing

Lines

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Avatar Sizing* (will be updated) Display Display and Hide [Operation] Click the

button to display or hide the avatar.

Display/Hide Avatar

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Set Rendering Style The Avatar can be displayed in three different rendering styles: textured, surface, and mesh.

[Operation] Click the triangle button next to the “Show Avatar” button.

Select the

style you want to display.

Set Rendering Style

Textured Surface

Surface

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Mesh

Animation[A] You can record the movement of garment to the avatar’s motion and save and open it. As the animation data can be exported into other 3D tools such as 3ds Max, and Maya, you can finally produce realistic virtual fashion shows like shown in the picture below.

Record in Simulation Mode This software enables you to record all movements of cloth into 3D position data only by clicking “Record” button. Of course, you can play and save the recorded animation data. There are two modes in this software. One is a “Simulation Mode” to make a cloth and record an animation. The other is an “Animation Mode” to play an animation recorded in simulation mode.

[Operation]

Recording

Click “File>Open>Motion” to load a motion.

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Then, a pop-up dialog will ask if you want to create a transition motion which smoothly transits from the avatar’s current posture to the first frame posture of the loaded motion. If you select “No”, the avatar will jump to the first frame of motion at a time.

Click the

(Record) button. Then the avatar and cloth will start to

move and the program will start to record their movements. Once the avatar’s motion is played to the end, the recording is stopped automatically. In order to manually stop the recording, click the (Record) button again.

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To check the recorded animation, “Animation Mode” must be activated. Click the

(Change to Animation Mode) button to switch

from “Simulation Mode” to “Animation Mode”. Sometimes you can have the problems such as very elastic cloth movements, shapes stretched too much and intersections between avatar and cloth. In order to alleviate those problems you need to change the “simulation quality” as the following. Increase Animation Quality

Click the roll down button next to the

(Simulation) button.

Then select “Complete”. This will increase the simulation quality even though the simulation will slow down.

During the simulation, sharp parts like hands or feet can penetrate the cloth. To remedy this, you may use the more accurate collision Collision Handling for Sharpe Objects

option as the following. Right-click on a background of Avatar Window and select the “Set Simulation Property” on the popup menu. Then check the “AvatarCloth Collision Detection (Vertex-Triangle)” of Property Editor.

99

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Play and Edit on Animation Mode Once the recording was completed, you can play the recorded animation in “Animation Mode”. In most of the cases, you can see three animations in an Animation Editor Pane. The first blue bar, the second blue bar and the red bar on the timeline indicate the avatar’s motion, the transition animation, the recorded cloth animation, respectively.

[Operation] After you load animation file (*.anm) or finish the recording on the Simulation Mode, click the

(Change to Animation Mode) button

to go to “Animation Mode”.

Play You can play the animation by using the animation tools.

Go to the start point of the Play Region.

(Go to Start)

Play the animation

(Play)

Go to the end point of the Play Region.

(Go to End)

Repeat to play in the Play Region.

(Repeat)

Set the playing option – Frame stepping or (Fame Stepping / Real Time)

Real-time. Adjust the play speed.

Please note that the animation will be playing only within the Play Region. 101

Set Play Region The “Play Region” is displayed as the yellow bar on the top. Drag either its start or its end to adjust the Play Region. Before to load an animation file (*.anm), you have to open the cloth file (*.pac) used for the animation recording. Refer to “File> Open and Open and Save

Save Animation” section for details. * If the cloth file is not consistent with the animation file, the animation will not be played properly. Thus we recommend you to save the cloth immediately after recording animation.

The animation data can be exported into the other 3D tools such as Export

3ds Max, and Maya. There you can render the animation with highquality renderer and make realistic virtual fashion shows. Refer to “File>Export Animation” section for details.

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3D Environment Set Lighting To change the color of the lighting in Avatar Window

[Operation] Right-click in the Avatar Window to activate the popup window. Click on “light preset”.

Load Preset Lights

Select a preset number to change the lighting.

0

1

2

3

You can manually set the position and color of the lighting. Under Move, Rotate, Change Color

Environment > Light menu, click the “Show Light” tab. Each light object is displayed in the Avatar Window and you can select, move and rotate as you would for the pattern pieces. The color of the lighting can be changed through the color tabs in the Property Editor.

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Render in 3D Stereo You can render the scene in Avatar Window as a 3D Stereoscopic.

[Operation] Right-click in the Avatar Window to activate the popup menu. Then check the “Render in 3D Stereo” tab.

Render in 3D Stereo

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Change Viewpoint To switch to preset views of the Avatar

[Operation] Right-click in the Avatar Window to activate the popup window, then select the viewpoint.

Change Viewpoint

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Pattern Design Create Polygon, Rectangle and Circle Patterns [Operation] Select the Polygon Pattern tool. Click points in the Pattern Window to draw a polygon. Complete the pattern by clicking on the starting point. To make a curved segment within the polygon, hold down the CTRL key while clicking on

Polygon Pattern

the point.

Select the Rectangle Pattern tool. Click and drag to draw a rectangle. Release the mouse button to complete the pattern. To create a rectangle with specific width and height values, click and release the left mouse button. Enter the values in the

Rectangle Pattern

Circle Pattern

window that follows.

Select the Circle Pattern tool. Click and drag to draw a circle. Release the mouse button to complete the pattern. To create a circle with a specific radius and position, click and release the left mouse button. Enter the values in the window that follows.

106

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Create Internal Line, Polygons, Lines, Rectangles, Circles To create shapes within the pattern The internal shapes are necessary for the placement of pockets, buttons, elastic bands and ironing lines. The internal shapes are currently limited to the boundaries of the pattern and cannot cross the outline of the pattern. This limitation will be removed in a future update.

[Operation] Select the Internal Polygon/Line tool. Click points within a pattern to draw an internal polygon. Complete the pattern by clicking on the starting point. To draw internal line segments, double click the end point. To make a curved segment

Internal

within the polygon, hold down the CTRL key while clicking on the point.

Polygon/Line

Select the Internal Rectangle tool. Click and drag within a pattern to draw an internal rectangle. Release the mouse button to complete the pattern. To create an internal rectangle with specific width and height values, click and release the left mouse button. Enter the values in the window that follows.

Internal Rectangle

Select the Internal Circle tool. Click and drag within a pattern to draw an internal

Internal Circle

circle. Release the mouse button to complete the pattern. Release the mouse button to complete the creation. To create an internal circle with a specific radius and position, click and release the left mouse button. Enter the values in the window that follows.

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Create Dart To create darts within the pattern

[Operation] Select the Dart tool. Click and drag within a pattern to draw a dart.

. Dart

To create a dart with specific width and height values, click and release the left mouse button. Enter the values in the window that follows. The values are measured from the center of the dart.

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Split Lines/Adding Points To split lines by adding points on the line

[Operation] Select the Add Point tool. Click on a line to add a point

Add Point Right-click on the line to enter a specific length or ratio for the new point.

Select the Pattern Edit tool. Select a point and press the Delete or Backspace key. You can also select the delete function through the right-click activated popup menu. Delete Point

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Draw a 3-Point Curve 3-Point Curves consist of two end points and a control point (red dot). You can adjust the curvature by dragging the control point. Anchor points cannot be added onto 3-Point Curves.

[Operation] Select the Draw Curve tool. Click and drag the line you would like to curve. Draw Curve

Select the Pattern Edit tool. Click and drag the control point.

Edit Curve

Select the Pattern Edit tool. Click on the control point and press the Delete or Backspace key. You can also select the delete function through the right-click activated popup menu.

Delete Curve

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Draw a Free Curve [Operation] Use the Polygon Pattern tool to draw curves involving more than 3 points. Hold down the CTRL key while clicking new points to draw curves.

Draw Free Curve

Select the Add Anchor Point tool. When you roll the cursor over the curve segment, the points and segment lines of the pattern will appear. Click on the line to add a new anchor point.

Add Anchor Point

Select the Pattern Edit tool. Click and drag the anchor point.

Edit Free Curve

Select the Pattern Edit tool. Click on the anchor point and press the Delete Curve

Delete or Backspace key. You can also select the delete function. Through the right-click activated popup menu.

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Edit Patterns [Operation] Select the Pattern Edit tool. Click and drag a pattern to move it within the Pattern Window. To select multiple patterns, click on the patterns while holding down the

(Ctrl) or

(Shift) keys.

You can select and edit individual points and lines on a pattern after selecting the pattern with the Pattern Edit tool. Click and drag to Select and Move Pattern

move. You can select multiple points and lines by holding down the (Ctrl) or

Hold down the

(Shift) keys.

(Shift) key while dragging a point or a line. Axis-

aligned guide lines will appear and let you move them along the guide. Move Vertically, Horizontally, Diagonally

Moving a point

Moving a line

Move Along Slope of Line

Hold down the

(Ctrl) key while dragging a point. Guide lines will

appear along both lines connected to the point.

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Moving a point

Moving a line

To move with a specific value, right-click while dragging a point or line. Enter the value in the window that follows. This operation can be used with the Ctrl or Shift key to move along axes or angles. Move With Specific Length

Use the arrow keys to move a point, a line or a pattern. The objects will move at 100mm intervals by default.

Move with Arrow Key

Pressing the

(Left Arrow) key. The unit distance is 100mm.

You can change the default unit distance in Pattern Editor Properties listed in the Patterns menu. The Editor will appear in the Property Editor Window.

116

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Copy and Pasting [Operation] To Copy/

Select the patterns that you would like to copy, then press Ctrl+C to copy and

Paste a Pattern

Ctrl+V to paste. You can also select the Copy and Paste tabs in right-click activated popup menu. A ghost pattern will appear. Click to set the location. .

Flip Horizontal/ Vertical

Select one or more patterns and select the “Flip Horizontal” or “Flip Vertical” tabs in the right-click activated popup menu.

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Mirrored Copy and Paste

Select the patterns that you would like to copy, then press Ctrl+C to copy and Ctrl+R to mirror-paste. You can also

select the Copy and Mirror-Paste tabs in

the right-click activated popup menu. A ghost pattern will appear. Click to set the location.

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Make Fold Lines Patterns can be folded using internal lines. With this feature, you can make creases for iron lines, tucks, and pleats. It is also possible use it to fold along seams between patterns (see the section on Seams).

[Operation] After selecting an internal line, adjust the “Folding Angle” listed under the Shape tab in the Property Editor.

Adjust Folding Angle

You can adjust the angle from 0° to 360°. The default value is 180°, representing a flat surface. Increase the value to make the pattern fold inwards. Decrease the value to make the pattern fold outwards.



360°

The higher the value, the stronger the crease.

Adjust Folding Strength

Set Folding Sharpness

Turn the “Render Folded” option on to make the fold line sharp/smooth. 120

Checked on (True)

Checked off (False)

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Insert Elastic [Operation] Select a line and locate the Line tab in the Property Editor. Turn the “Elastic” option on.

Insert Elastic

The value of the “Elasticity Strength” reflects the tension of the elastic. The higher the value, the higher the tension.

Elasticity Strength

Elasticity Ratio

The value indicates the ratio between the length of the rubber band and its corresponding line.

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Place Print Texture [Operation] Place Print Texture

Click the

button to open an image.

Click on a pattern you want to insert and then enter the size of print texture.

Click the

button to synchronize the print texture to the Avatar

Window.

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Edit Print Texture

The whole size of print texture can be scaled by using the

tool.

Select and drag to move the position. And drag the points around the print texture being displayed when you selected to scale whole size.

Transform Inner Texture

You can transform the inner pattern by using Gizmo being displayed when you select the print texture with the

(Edit Texture) tool.

Note: Refer to the section “Cloth>Setting Texture” for details. Delete Print Texture

After selecting the print texture with the the “Delete” key on your keyboard.

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(Edit Pattern) tool, press

Display Show and Activating Grid You can draw or edit pattern on grid. The default distance is 10mm but the displayed distance on the background of Pattern Window is five times of the unit distance.

[Operation] Right click on the background of Pattern Window to display the popup menu and select “Show Grid”.

Show Grid

Select the “Activate Grid” on the background popup menu.

Activate Grid

126

Select the “Pattern Editor Property”. Then property of grid is displayed in the Property Editor.

Set Unit Distance

Enter a value in the “Unit Distance” of Grid.

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Show Line Length [Operation] Right click on the background of Pattern Window to display the popup menu and select “Show Line Length”.

Show Line Length

Select a pattern or an internal shape with the Show Entire Length

(Edit Pattern) tool.

You can see the entire length at “Entire Length of Shape” in Property Editor.

Show Selected Line Length

Select a line. Then the length is displayed in the “Length of Picked Line” of Property Editor.

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Show Pattern Name [Operation] Right click on the background of Pattern Window to display the popup menu and select “Show Pattern Name”.

Show Pattern Name

Select a pattern or an internal shape with the

(Edit Pattern) tool.

Enter name in the “Name of Basic Info” of Property Editor. Set Name

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Show Base Line When you import DXF pattern exported from other Apparel Pattern Cad, there are base lines for marking the margin, notch and etc. You can show and hide the base line of pattern.

[Operation] Right click on the background of Pattern Window to display the popup menu and select “Show Base Line”.

Show Base Line

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Show Mesh [Operation] Right click on the background of Pattern Window to display the popup menu and select “Show Mesh”.

Show Mesh

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Seams Sewing Segment Sewing: to sew between two line segments; defined by points. Free Sewing: to sew freely along the lines of the pattern; defined by user selected start and end points.

[Operation] Click on the first line segment. As you move the cursor over the second segment, dotted lines connecting the end points of each segment, as well as directional notches, will appear. Move the cursor over different parts of the second line segment to change the direction of the notches and dotted lines. In general, dotted lines should not be crossed and notches should be in the same relative direction to ensure correct sewing. An exception is sewing pleats (covered in Tutorial No. 3). Segment Sewing

Note: The dot lines and notches indicate the sewing direction.

Click on a point anywhere along a pattern line to begin sewing. The line will be highlighted as you move the cursor. Click on a point along Free Sewing

the line to indicate an end point to the sewing segment.

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Repeat on the corresponding pattern line, checking the dotted lines and notches.

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Editing Seams [Operation] Click and drag the middle of a seam to move it along the line. You can also

extend or shorten segments by clicking and dragging

the

end points

Edit Seam To change the sewing direction, select the “Reverse Seam” button in the right-click activated popup menu.

Delete Seam Click on a seam, then use the “Delete” or “Backspace” keys to delete.

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Folding Seams [Operation] Select a seam and adjust “Folding Angle” value in the Seam Pair Property.

You can adjust the angle from 0° to 360°. The default value is 180° indicating a flat surface. Increasing and decreasing the value makes the Garment folded up and down, respectively. Fold Seam



360°

Folding Strength is the resistance stiffness to folding. A higher value makes a stronger resistance.

135

Displaying Seams [Operation] Show Seam Click the

button to display or hide seams.

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Window Display “Avatar Window” Dimension [Operation]

Show Avatar Window Size

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Screen-capture “Avatar Window” To save the “Avatar Window” as a PNG image

[Operation] Select the Capture Avatar Window tab in the “Window“ drop down menu

Capture “Avatar Window”

Right-click on the background of the Avatar Window activates the popup menu. Turn the “Show Background Texture” option off to hide the Background texture.

Capture as Transparent Background

In the popup menu, select the Change Background Color tab. Enter 0 in the Alpha Channel value in the window that follows.

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Then select the Capture Avatar Window tab in the “Window“ drop down menu

139

Changing the Background of the “Avatar Window” [Operation] Right-click on the background of the Avatar Window to activate the popup menu. Select the “Load Background Texture” tab.

Change Background Texture

Right-click on the background of the Avatar Window to activate the popup menu. Select the “Change Background Color” tab.

Change Background Color

Show Background Texture

Right-click to activate popup menu. Turn the “Show Background Texture “tab on/off display/hide the background texture.

140

Background Texture On

141

Background Texture Off

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