The first step is to import the model we want to make clothing for. You need to use
the HABWare OBJ2MAX plugins. These will let you directly import the OBJ files used by
poser. NOTE: Most of the time when loading figures into MAX, you want to directly
load the OBJ file from the :Runtime:Geometries: folder. This is one of the few times
you don't want to do that. If you export your figure from Poser (before doing any
actual posing of it) it will be much easier to add the clothing to it later. Make
sure you have done all of your body shaping first, if you are going to change the size
of the model at all, but none of the posing, aka moving limbs around.
The HABWare plugins allow you to selectively import only the portions of the model you need,
for the skirt only import the abdoment, hips, and thighs. If you aren't sure, import
everything, and just delete the pieces you don't want afterwards. Removing the extra
pieces is not actually required, it just makes things simplier.
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The second step is to add a cylinder object. Drag it out just big enough to cover
whats needed. Adjust the height to match the length of skirt desired. Increase the
height segments so that we'll be able to push and pull the skirt to fit in the next
step. If you have too few, you won't get the skirt to form fit along the curve of
the hips, too many and you'll just make more work for yourself and the renderer with
all the extra vertices/polygons. Since I'm just doing a mini-skirt here, I'll only
use four rings. Align the center of the cylinder to the hips, matching
both z and x. Move the cylinder up along the y axis to a spot that looks good.
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Add an Edit Mesh modifier, and select the SubObject vertices. Now you can edit the
vertices by hand to closely fit the model. I like to select the top ring, then use
Scale Uniform, Scale Squash, and of course Move, to get the top ring of vertices into
a nicely shaped oval, that centered around the waist. Beginners may find it helpful
to select and hide the hips and legs, so those objects aren't cluttering the screen.
Repeat for the lower three rings. Remember at the bottom of the skirt, it will not
closely fit around the legs, unless its supposed to be spandex. Start doing test renders on each
of the four views, and make sure that none of the model underneath pokes through
your skirt. At this point, feel free to grab just a few vertices here and there
to drag them away from the model to get it looking good. Don't get too caught up in
trying to make it fit perfectly in this step! As you will find out later on, the
tighter you make your clothing in this step, the more trouble you'll have positioning
it later on. Also note that while the cylinder we started with had the four rings evenly
spaced out up and down, you don't need to keep them evenly spaced. In fact, if I was
going to do this over again, I would move the top three rings higher up, because you'll
want more rings wherever the curves are, and fewer rings where the object just hangs
straight down.
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The fourth step is very easy. You need to add a UVW mapping modifier, selecting cylindrical
mapping. The UVW modifier should popup exactly where you need it. You could have
selected the "Generate Mapping Coordinates" checkbox in step two, and skipped this step.
I just wanted to show you how to do this with the UVW modifier, because it
is a more general solution. There will come a time when you need to put UVW coordinates
on some object that doesn't have a handy checkbox to do it for you, and now you know how.
Why do you need a UVW mapping modifier, or mapping coordinates anyways?
because this will make the OBJ export plugin save texture information in your OBJ file
so when you import it into Poser, you can later assign a texture to it.
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Now you need to export your skirt to an OBJ. The OBJ export plugin will export every
item in the scene. So what I like to do is this: Do an Edit|Hold, select the skirt,
pick select invert, and delete. This will delete everything but the skirt. We can now
perform the export make sure you UNcheck the rotate object checkbox. You do not want
your skirt rotated. When finished exporting, do a fetch to get right back where you were. Of course, saving
your work is always an excellent idea. Who knows when something will crash!
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Back insider Poser, you want to Import your new piece of clothing. When Poser pops
up the import file dialog, select your file. When it pops up the next dialog with
import options, uncheck everything listed. This will make Poser pull it in just like
you had modeled it in MAX (perfect, right?)
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Depending on whether you exported your figure to import into MAX back in step 1, and how closely you
made the skirt match up inside MAX, you may have some tweaking ahead inside Poser.
Adjust the transX-Y-Z, and possibly the Scales-X-Y-Z until your skirt properly fits.
I like to adjust the OriginX-Y-Z as well, but I don't think its really required.
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Looks good so far! Now you have two choices, you can either attach the skirt to
the hips of the girl, or you can replace her hips with the skirt. If you attach
the skirt to her hips, the skirt will move around with her, but if you bend and
pose her, the skirt will not deform to match. If you need the skirt to deform,
you will have to choose Figure|Replace Body Part and select the skirt. Now when
you move her limbs around, the skirt will deform like it should. This is because
just as Poser knew how to bend the hips around, it will bend the skirt around instead.
The only problem with the replace approach is, sometimes its not feasible because the prop doesn't
completely cover the part it needs to replace. For example, you couldn't do a
replace body part with a g-string, because the hips underneath will disappear.
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Uh oh. Well as you can see here you will run into problems. First, we took a short
cut early on by using a cylinder, which has solid ends. A real skirt would require
using a very thin tube to start with. I didn't want to get into all of that at the
start of the tutorial, so you can go back and try a tube now that you know
what you are doing. Plus as I mentioned earlier, the closer fitting your garment is,
the more likely Poser is going to have trouble bending it to match the model so other
parts don't accidentally pop through.
This is because Poser uses spherical falloff zones at the joint parameters. While
these were optimized for the model while she was naked, they may not work perfectly
for your newly created body parts. You can tweak the joint parameters yourself if
you feel ambitious enough, but that is the subject for a whole 'nother tutorial.
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