CLO 3D/Marvelous Designer Manual
CLO 3D/Marvelous Designer Manual
CLO
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v
List of Figures
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xix
List of Tables
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xxi
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Toc
1.
Installation Guide 1.1
Installation
1 Marvelous Designer - WINDOWS Standalone Version 2 Marvelous Designer - WINDOWS Network Version 3 Marvelous Designer - MAC OS X Standalone Version 4 Marvelous Designer - MAC OS X Network Version 5 Marvelous Designer - Linux (Version 3.58 or above) 6 CLO3D - WINDOWS Standalone Version 7 CLO3D - WINDOWS Network Version 8 CLO3D - MAC OS X Standalone Version 9 CLO3D - MAC OS X Network Version 1.2
Deactivate License
1.3
Check the Software Info.
1.4
Set Language
1.5
Customize Preference
1 To Set Shortcut keys and Menu 2 Set Graphic Option 3 View Control 4 Etc.
2.
Environment 2.1
Interface
1 Windows
1 Avatar Window
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2 Pattern Window
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3 Object Browser
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4 Property Editor
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1 Basic
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2 Fabric
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1 Avatar Window Pop-up Menu
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2 Pattern Window Pop-up Menu
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2 Control Camera view in the Avatar Window
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3 Control camera view in the Pattern Window
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File . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
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1 Open and Save Garment (Version 4.00 and above)
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2 Open and Save Garment (Version lower than 4.00)
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2.2
Menu
1 Main Menu 2 Toolbar
1 Draping Tools
2 Pattern Design Tools 3 Sewing Tools
4 Texture Design Tools 3 Popup menu
2.3
Scene
1 Move, Zoom In/Out, Rotate
3.
3.1
Garment
1 Open Garment
2 Save As Pac File Only
3 Save As Pac File with a Folder Containing Texture Images
4 Save As ZPac (zipped file including Pac file and texture images) 5 Save Over Garment 3 Add Garment
4 Import MYU Files
5 Import/Export DXF Files 1 Import DXF Files 2 Add DXF Files 3 Export DXF Files 3.2
Avatar/Scenes/Props
vi | Toc
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1 Import OBJ Files
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2 Export OBJ Files
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4 Import COLLADA Files
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1 Import COLLADA Files
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5 Import STL Files
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6 Import BVH files
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7 Morph Target
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8 Scenes/Props
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9 Add Avatar
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1 Add Avatar
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3 Export Avatar
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4 Delete Avatar
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2 Stop Pose
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3 Save Pose
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1 Open / Save AVT File ( Version 3.64 and above ) 2 Open Avatar(COLLADA) File 1 Open Avatar File
3 Import/Export OBJ Files
1 Open Scenes/Props File
2 Adjust Avatar Location
3.3
Pose/Animation
1 Open and Save Pose Files 1 Change Pose
[Animation] 2 Open and Save Motion Files
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1 Open Motion
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2 Save Motion
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[A] 3 Open and Save Animation Files
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1 Open Animation
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2 Save Animation
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[A]
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4 Export as MDD Point Cache . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [Animation] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Import BVH
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4 Export Animation
1 Export as OBJ Sequence 2 Export as Maya Cache 3 Export as Point Cache 2
1 BVH
6 Import Animation Cache(.mc, .pc2, .mdd)
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1 CLO 3D/MD Format
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2 Compatible Format
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3.7
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7 Export Garment Animation 3.4
Project
1 Open and Save Project Files
1 Save as Project (version 3.64 and above) 2 Save as Project ( Lower than version 3.64) 3.5
Print Patterns
1 Print 3.6
Format
File Compatibility
1 Avatar
1 DAZ Studio
1 Import as COLLADA File 2 Import as OBJ File 2 Poser
1 Import as COLLADA File 2 Import as OBJ File
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
2 Transforming Pose
1 Transforming Pose With Vertex Morphing 2 Transform Pose With Joint 3 Export Garment 1 DAZ Studio
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
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1 Export Garment
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
2 Import Garment to DAZ Studio 2 Poser
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1 Export Garment
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
2 Import Garment to Poser
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4 Export Apparel Pattern CAD DXF
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1 SuperALPHA: Plus Yuka Pattern CAD System 1 Export DXF-AAMA
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2 Gerber Pattern Design 1 Export DXF-AAMA
4.
Avatar
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111
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4.1
Avatar Size Chart
4.2
Avatar Size Measure ( Version 4.00 and above)
viii | Toc
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1 Circumference Measrue
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1 The Basic Circumference Measure 2 Surface Circumference Measure
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2 Length Measure
1 Basic Length Measure
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126
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2 Surface Lenght 3 Height
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3 Edit Measurement 1 Select Measurement
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2 Switch Surface-Basic
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3 Fit Measurement
4 Show/Hide Measurement
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1 전체 측정 데이터 보기/감추기
2 Show/Hide an individual measurement. 5 Save/Open Measurement 6 Delete Measurement 4.3
Avatar
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
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1 Change avatar style
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2 Change avatar size
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 136
4.4
Pose and Position
4.5
Skin Offset
4.6
Friction (Since 3.37 version)
4.7
Arrangement Point and Bounding Volume
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1 Arrangement Point
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4.8
1 Show / Hide Avatar 2 Clear Avatar
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 148
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3 Set Avatar Rendering Style
5.1
Design
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 144
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Display
Pattern
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 141
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2 Arrangement Bounding Volume(BV)
5.
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1 Create Pattern
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 151
1 Polygonal line/Shape 2 Rectangular shape 3 Circular shape
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 151 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 152
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 153
2 Create Internal Line/Shape
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 153
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1 Internal Polygonal Line/Shape 2 Internal Rectangular Shape
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 155
3 Internal Circular Shape 4 Dart
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 154
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 157
3 Trace Pattern
1 Trace as an internal Line/Shape
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 157
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 159
2 Trace as a pattern
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 160
4 Edit Pattern
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 160
1 Move Pattern
2 Transform pattern
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 162
3 Create Curved Line
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 164
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 164
1 Edit Curvature
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 165
2 Edit Curve Point
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 167
4 Add Point/Split a Line.
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 170
5 Undo/Redo 6 Snapping
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 170
7 Tip: Use Smart Guide Tool 8 Tips: Use Arrow Key
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 171
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 174
5 Copy Pattern
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 174
1 Copy Pattern
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 174
2 Copy as internal Shape
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 175
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 176
3 Copy as pattern.
4 Clone Layer of Pattern(V. 4.14 and above) 5 Convert to Hole/Shape
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 177
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 177
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 177
1 Convert to Hole
2 Convert to Internal Shape
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 178
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 179
6 Mirror copy 6 Rotate pattern
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 180
7 Unfold pattern
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 181
5.2
Display
1 Grid
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 182
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 182
2 Show Pattern Name 3 Show Base Lines
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 183
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 184
4 Show Line Length
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 185
5 Show Seam Line Length 6 Show Mesh
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 187
7 Show Picking Point
x | Toc
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 187
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 188
6. Seams 6.1
Sew
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 191 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 191 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 192
1 Segment Sewing
2 Free Sewing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 193 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 194
3 1:N Segment Sewing (CLO 3D Only, Version 3.64 and above) 4 1:N Free Sewing(CLO 3D Only, Version 3.64 and above) 6.2
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 195
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 196
Edit Seams
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 196
1 Select Seam line
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 196
1 Select a seam line by clicking
2 Select seam lines by dragging a mouse (version 3.64 and above)
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 197
3 Select a seam line out of other overlapped seam lines (version 3.64 and above)
. . . . . . . . . . . . . . . . . . . 198
2 Edit Seam . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 199 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 201
6.3
Make Folded Lines
6.4
Hide/show Seam Lines (Above version 3.37)
1 Hide/show seam line segment
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 202
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 203
2 Hide/show seam line connected to pattern selected
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 205
3 Hide/Show All Seam Lines 6.5
Deactivate/Activate Seam Line. (version 3.37 and above)
1 Deactivate/Activate Seam Line Segment
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 206
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 207
3 Activate All Seam Lines.
7.
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 205
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 205
2 Deactivate/Activate Seam Lines connected to pattern
6.6
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 204
Sewing Thread Color Option (Avatar Window) (Above version 3.37)
Garments
. . . . . . . . . . . . . . . . . . . . . . . . . . 208
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 211
7.1
Synchronize
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 211
7.2
Place Pattern
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 212
1 Place Pattern with Gizmo
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 212
2 Place Patterns with Arrangement Points
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 216
3 Rearrange Patterns 1 Rearrange all patterns
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 216
2 Rearrange selected patterns 4 Reset patterns 1 Reset all patterns
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 213
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 217
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 218 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 218
2 Reset Selected Pattern Only(version 4.00 or obove)
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 219
Toc | xi
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 220
5 Flip Patterns
6 Make Arranged Pattern Flat/Curved
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 223
Drape
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 224
1 Simulate
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 225
7.3
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 225
1 Drape cloth
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 227
2 Display Simulation Speed 2 Pin
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 228
1 Create Pin
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 228 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 229
2 Attach Pins to Avatar (Version 3.37 and above) 1 Attach pin to Avatar
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 229 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 230
2 Attach All pins to Avatar
3 Detach Pin from Avatar (Version 3.37 and above)
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 231
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 231
4 Detach Pin from Avatar
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 231
5 Detach All Pins from Avatar 6 Remove Pin
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 232
1 Remove Pin
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 232
2 Remove All Pins on Selected Pattern 3 Remove All Pins
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 232
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 233 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 233
3 Deactivate/Activate Pattern
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 233
1 Deactivate/Activate Pattern Only
2 Deactivate/Activate Pattern With Seam Lines 4 Freeze Pattern (above version 3.37) 1 Freeze /Unfreeze Pattern Only
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 236
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 236
2 Freeze /Unfreeze pattern with seam lines
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 238
6 Drape multiple garments Expression in details
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 239
1 Set Particle distance for fabric details.
3 Adding Elastic Band
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 242
4 Set Fabric Thickness for Simulation 5 Shrink pattern
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 244
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 244
2 Attribute Values 7.6
Display
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 246
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 251
1 Display and Hide Garments
xii | Toc
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 243
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 244
Physical Properties
1 Preset
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 240
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 241
2 Fold Pattern
7.5
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 237
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 238
5 Set Pattern Layer
7.4
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 234
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 251
2 Set Fabric Thickness for Rendering
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 252
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 253
3 Display Garment Fit 1 Stress Map
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 253
2 Strain Map
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 254
3 Pressure Point
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 255
4 Show /Hide Pin
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 255 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 256
5 Display Seam Lines
6 Display Segment Length 7 Display Pattern Name
8.
Texture 8.1
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 257
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 257
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 259 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 259
Fabric Texture
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 259
1 Apply Texture
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 260
2 Edit Texture
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 262
3 Delete Texture 4 Display Textures
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 263
5 Refresh Textures
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 263
8.2
Color
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 263 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 264
1 Garment Color 1 Ambient Intensity
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 265
2 Diffuse intensity
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 266
2 Specular Color 3
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 267
Shinness
1 4. Emission Color 4 8.3
Opacity
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 264
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 267
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 268 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 269
Print Overlay
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 269
1 Create Print
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 271
2 Edit print
1 Change Print Size
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 271
2 Change Print Image Scale 3 Flip Print
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 273 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 273
3 Remove Print 8.4
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 272
Stitch texture (V. 3.80 and above)- CLO 3D Only
1 Create stitch
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 274
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 274
1 Segment stitch
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 274
2 Free Stitching
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 274
3 Seamline Stitch
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 276
Toc | xiii
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 277
2 Edit stitch
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 277
1 Move stitch
2 Edit the length of stitch
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 279
3 Edit Stitch Property
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 279
1 Offset 2 Filp
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 278
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 279 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 279
3 Thickness 4 Color
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 279
5 Curved
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 279 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 280
6 Extension
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 280
4 Delete Stitch
1 To delete selected stitch
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 280
2 Delete all stitches on selected pattern.
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 281
5 Show/Hide Stitch
9.
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 280
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 283
Animation
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 283
9.1
Record Animation
9.2
Improve Animation quaility
9.3
Play Animation
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 285
9.4
Edit Animation
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 286
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 284
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 286
1 Set Play Region
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 287
2 Deactivate Timeline
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 287
9.5
Open and Save Animation
9.6
Export Animation
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 287
9.7
Tips and technique
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 288
1 When animated garment keeps sliding off.
10.
Spec Sheet
10.1
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 291
Spec Mode(Version 4.0 and above)
1 Convert to Spec Mode 10.2
Spec Sheet
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 291
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 292
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 293
1 Create Sketch Line 1 Freeform Pen 2 Poly Pen
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 293
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 293
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 294
2 Edit Sketch Line
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 295
1 Select and Move Sketch Line
xiv | Toc
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 291
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 292
1 Create Spec Sheet 2 Sketch
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 288
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 295
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 296
2 Copy Skech Line
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 297
3 Edit Sketch Line Property 1 Thickness
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 297
2 Line Type
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 297
3 Color
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 298
4 Delete Sketch Line 10.3
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 298
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 299
Comment
1 Create Comment Window.
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 300
2 Input Comment
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 300
3 Edit Comment Property 1 Font
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 300
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 301
2 Font Size
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 301
3 Font Color
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 302
4 Font Style
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 302 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 303
5 Edit Comment Window
1 Change Location of Comment Window 2 Change a size of the Comment Window. 3 Delete Comment Window.
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 303 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 303
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 304
6 Set Pointer
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 304
1 포인터 생성
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 304
2 Edit Ponter
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 305 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 305
3 Delete Pointer 4 Save Spec Sheet
5 Delete Spec Sheet
11.
Rendering
11.1
12.
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 306 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 306
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 309
Rendering with Octane
3D Environment
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 309
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 313 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 313
12.1
Transforming Gizmo Axis
12.2
Setting Wind Effect
12.3
Setting Ground
12.4
Changing Background Image
12.5
Avatar Window Screen Capture
12.6
Setting Light
12.7
View as Analgyph Image
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 320
12.8
Changing Camera View
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 321
13.
Window
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 314
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 316 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 317 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 318
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 319
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 323
Toc | xv
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 323
13.1
Display “Avatar Window” Dimension
13.2
Screen-capture “Avatar Window”
13.3
Changing the Background of the “Avatar Window”
14.
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 323 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 324
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 327
What's New?
14.1
4.27 (2013-05-18)
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 327
14.2
4.00 (2013-01-04)
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 328
14.3
3.74 (2012-07-30)
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 329
14.4
3.58 (2012-05-04)
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 331
14.5
3.52 (2012-02-28)
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 332
Index
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 335
Appendix A.
Installation Guide for CLO 3D / Marvelous Designer Network Version in the Internet Environment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 335 A.1 Preparation
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 335
A.2 Set-up Procedure on Server PC
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 336
A.3 Set-up Procedure on Client PC
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 336
Appendix B. B.1
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 339
License Key Update
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 339
Windows PC
1 Preparation
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 339
2 License Key Update Procedure 1 Creating a c2v file
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 339
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 339
2 Updating a License Key using v2c file
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 341
3 Double checking on updatd License Key
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 346
B.2
Mac
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 348
B.3
Linux
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 348
Appendix C. C.1
Installing HASP Driver manually
Windows
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 349
1 Installating Driver 2 Deleting Driver
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 349
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 349 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 351
1 Deleting Driver and related files
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 353
C.2
Mac
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 357
C.3
Linux
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 361
C.4
Q&A related to Error Messages
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 361
1 Unable to access Sentinel HASP Run-time Environment(H0033) 1 Cause of Error 2 Solution
xvi | Toc
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 361
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 361
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 361
2 Sentinel HASP key not found (H0007) 1 Cause of Error 2 Solution
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 362
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 362
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 362
1 When the HASP Key is not inserted.
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 362
2 When a dongle for the Standalone license is inserted for the Network license.
. . . . . . . . . . . . . . . . . . . . . 362
3 When the Client PC could not recognize the Server PC where a dongle is inserted.
. . . . . . . . . . . . . . . . . 362
01
In case the intranet of the Server PC and the Client PC are different (in different IP zone)
02
In case the intranet of Server PC and Client PC are the same. (in the same IP zone)
03
In case any of the above methods does not work.
. . . . . . . . . . . . . . . . 363
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 363
3 Communication error between local and remote Sentinel HASP License Managers(H0040) 1 Cause of Error 2 Solution
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 363
The Feature differences of Marvelous Designer 2 and CLO3D
Appendix E.
How to open TCP/IP port in the Firewall
Run a Firewall on your computer
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 369
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 370 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 370
2 Select the 'System and Security' from the Control Panel menu.
3 Select the 'Windows Firewall' from the System and Security menu. 4 Select the 'Advanced Setting' from the Windows Firewall menu. Setting Inbound Rules
1 To open the TCP port
. . . . . . . . . . . . . . . . . . 367
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 370
1 Select the 'Control Panel' from the Start menu.
E.2
. . . . . . . . . . 363
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 363
Appendix D.
E.1
. . . . . . . . . . . 362
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 371 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 371
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 372 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 372
1 Select the 'Inbound Rules' from the Advanced Setting menu. 2 Click on the 'New Rules' at the Actions tab.
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 372
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 373
3 Select the 'Port' from the New Inbound Rule Wizard pop-up window and then click Next button at the bottom of window. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 374 4 Select the 'TCP(T)' ,and type 5243 for Windows and 5245 for Mac&Linux in the Specific local ports. 5 Select the 'Allow the connection' and click the Next button.
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 376
6 Make sure that all options are selected and then click on the 'Next' button. 7 Type a rule name and description if needed, and hit the 'Finish' button. 2 To open UDP port E.3
Outbound rule
Appendix F.
. . . 375
. . . . . . . . . . . . . . . . . . . . . . 377
. . . . . . . . . . . . . . . . . . . . . . . . . 378
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 378 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 378
How to set up client PCs for CLO 3D/MD network version in the same intranet.
. . . . 379
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 379
F.1
Check if the HASP Drive is installed in your server PC.
F.2
Setting up the location of network dongle key manually in the ACC page.
. . . . . . . . . . . . . . . . . . . . . . 380
Toc | xvii
List of Figures
1. Installation Guide
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
1
....................................................
#
Figure 1-1
4.
Avatar Figure 4-1
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119 Adjusted the friction of avatar and garment. (Left- higher friction, Right- lower friction)
. . . . . . 140
Figure 4-2 Adjusted the friction of outer garment and lower garment (Left-higher friction, Right-lower friction) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 141
6.
Seams
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 191
Figure
6-1
# . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 203
Figure 6-2
Hide Seam Line Segment
Figure 6-3
Hidden seam line. Avatar Window(Left), Pattern Window(Right)
Figure 6-4
Before simulation (left), pattern in Pattern Window(middle), After simulation(right)
. . . . . . . . . 206
Figure 6-5
Before simulation (left), pattern in Pattern Window(middle), After simulation(right)
. . . . . . . . . 207
Figure 6-6
Seam lines applied with Seam Line Color Red. Avatar Window(left), Pattern Window(right)
. . . . . . . . . . . . . . . . . . . . . . . . 204
. . . 209
Figure 6-7
7.
Seam lines applied with Seam Line Color . Avatar Window(left), Pattern Window(right)
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 211
Garments
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 225
Figure 7-1
1. Synchronize 2. place 3. Simulate 4. Drape
Figure 7-2
Simulation On (left), Simulation Off (right)
Figure 7-3
Poppu menu (left) , Deactivated pattern (right)
Figure 7-4
Frozen pattern(left), Draped pattern with frozen pattern
Figure 7-5
Particle Distance 30mm (left), Particle Distance 3mm (right)
Figure 7-6
.
Figure 7-7
e.g. Heart cushion created by CLO using Pressure property http://youtu.be/SlDz69LgXRs
8.
Texture Figure 8-1
10.
Appendix C.
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 225
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 236 . . . . . . . . . . . . . . . . . . . . . . . . . . . 240
. . . . . 250
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 259 Seamline Stitch
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 276
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 291
Spec Mode Interface
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 291
Installing HASP Driver manually
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 349
Figure C-1
The Error Message when uninstalled HASP Driver
Figure C-2
ACC_Home
Figure C-3
실행
Figure C-4
서비스
Figure C-5
ACC_Diagnostics
Appendix F.
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 234
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 250
Spec Sheet
Figure 10-1
. . . . . . 209
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 349
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 361
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 363 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 364 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 364
How to set up client PCs for CLO 3D/MD network version in the same intranet.
. . . . 379
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 379
Figure F-1
ACC_Page
Figure F-2
ACC_Configuration_1
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 380
Figure F-3
ACC_Configuration_2
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 381
Figure F-4
ACC_Configuration_3
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 382
Figure F-5
ACC_Sentinel_Keys
xx | List of Figures
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 383
List of Tables
4. Avatar Table 4-1
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119 Components of Avatar Size Editor
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134
Installation Guide
1. Installation Guide
1.1 Installation 1 Marvelous Designer - WINDOWS Standalone Version 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 ]
Installation Guide | 1
Installation 1.Run the installation file.
Marvelous Designer Download Link - WINDOWS Standalone Version Windows 32Bit Standalone Download link Windows 64bit Standalone Download link
2.The installation window will pop up as shown below. Click the 'Next' button to proceed.
3.Read through the License Agreement and click the ‘I Agree’ button.
4.Choose an installation location.
2 | Installation Guide
5.Choose a Start Menu Folder.
6.Wait while the program installs the files.
7.Once the installation is complete, click the ‘Finish’ button to run CLO 3D & Marvelous Designer.
Installation Guide | 3
8.If you purchase the license through the website, you can enter your ID & PW which registered from www.marvelousdesigner.com. If you purchase the license through the reseller, please enter the ID & PW sent from our support e-mail.
If you see this window, send us the Hardware ID to
[email protected] You'll receive the Hardware Key. Make sure that you copy it all.
4 | Installation Guide
Tutorials http://www.marvelousdesigner.com/Marvelous/mvTutorial.aspx Free Garments Data Download Free Garments Data
2 Marvelous Designer - WINDOWS Network Version What is a "Network License"? A license to use software within a certain facility. It provides authorization to install the software on all or some number of servers for a specified number of users at specified locations as well as make copies of the software for distribution within that jurisdiction. 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
Installation Guide | 5
●
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 ]
Installation 1.Run the installation file.
Marvelous Designer Download Link - Windows Network Version Windows 32Bit Network Download Link Windows 64Bit Network Download Link
2.The installation window will pop up as shown below. Click the 'Next' button to proceed.
6 | Installation Guide
3.Read through the License Agreement and click the ‘I Agree’ button.
4.Choose an installation location.
5.Choose a Start Menu Folder.
Installation Guide | 7
6.Wait while the program installs the files.
7.Once the installation is complete, click the ‘Finish’ button to run CLO 3D & Marvelous Designer.
8.Plug the red HASP Dongle Key into the one of PCs that you'd like to run the software. This donlge only works in the version 3.59 for MD or CLO3D.
HASP Driver is installed automatically from Window 7. If your computer is lower than Window7, you should download HASP driver and install it manually. To download the HASP Driver to the latest, please click this link. HASP Driver download Please refer to this following link for the HASP driver installation manual. HASP installation guide
8 | Installation Guide
When you see the error message as below, you should update the HASP driver. To update, see above note.
The Dongle Key has information such as user info, product type, account info for the license and etc. So, please keep this Dongle Key well, because if you lose this Dongle Key, you may not be able to run the software any more.
9.When the license Manager window pops up, you can enter your ID & PW. Then click "Activate" button.
Tutorials http://www.marvelousdesigner.com/Marvelous/mvTutorial.aspx Free Garments Data Download Free Garments Data
Installation Guide | 9
3 Marvelous Designer - MAC OS X Standalone Version 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 : 64-bit Apple Mac OS X 10.7 (Lion) or later
●
Ram: 16 GB
●
iMac : All in 2010 and later
●
Mac Mini : All in 2010 and later
●
Mac Pro: All in 2010 and later
●
MacBook: All in 2010 and later
●
MacBook Air: All in 2010 and later
●
MacBook Pro: All in 2010 and later
Minimum System Requirements: ●
OS : 64-bit Apple Mac OS X 10.6 (Snowleopard) or later
●
Ram: 2GB
●
iMac : 21.5, Late 2009 or later
●
Mac Mini: Late 2009 or later
●
Mac Pro: Early 2009 (Snowleopard) or later
●
MacBook : Early 2009 or later
●
MacBook Air : Mid 2009 or later
●
MacBook Pro : Mid 2009 or later
Installation 1.Click on the dmg file from the DVD or download file then files are unzipped and mounted.
Marvelous Designer Download Link - Mac OSX Standalone Version MAC OSX Standalone Download Link
10 | Installation Guide
2.Click Installr.app in the folder.
3.Click the Continue Button.
Installation Guide | 11
4.Click "I Agree" Button.
5.Click Continue Button.
6.Please wait until it's finish installing.
12 | Installation Guide
7.Click "Done" Button.
8.For those who purchased the license from the reseller, you can enter the ID & PW which received by e-mail. And for those who puchased from the website, you can enter the ID & PW registered from the web, www.marvelousdesigner.com
Installation Guide | 13
If you see this window, send us the Hardware ID to
[email protected] You'll receive the Hardware Key. Make sure that you copy it all.
14 | Installation Guide
Tutorials http://www.marvelousdesigner.com/Marvelous/mvTutorial.aspx Free Garments Data Download Free Garments Data
4 Marvelous Designer - MAC OS X Network Version What is a "Network License"? A license to use software within a certain facility. It provides authorization to install the software on all or some number of servers for a specified number of users at specified locations as well as make copies of the software for distribution within that jurisdiction.
Recommended System Requirements: ●
OS : 64-bit Apple Mac OS X 10.7 (Lion) or later
●
Ram: 16 GB
●
iMac : All in 2010 and later
●
Mac Mini : All in 2010 and later
●
Mac Pro: All in 2010 and later
●
MacBook: All in 2010 and later
●
MacBook Air: All in 2010 and later
●
MacBook Pro: All in 2010 and later
Minimum System Requirements: ●
OS : 64-bit Apple Mac OS X 10.6 (Snowleopard) or later
●
Ram: 2GB
●
iMac : 21.5, Late 2009 or later
●
Mac Mini: Late 2009 or later
●
Mac Pro: Early 2009 (Snowleopard) or later
●
MacBook : Early 2009 or later
●
MacBook Air : Mid 2009 or later
●
MacBook Pro : Mid 2009 or later
Installation Guide | 15
Installation 1.Click on the dmg file from the DVD or download file then files are unzipped and mounted.
Marvelous Designer Download Link - MAC OSX Network Version MAC OSX Network Download Link
2.Click Installr.app in the folder.
3.Click the Continue Button.
16 | Installation Guide
4.Click "I Agree" Button.
5.Click Continue Button.
Installation Guide | 17
6.Please wait until it's finish installing.
7.Click "Done" Button.
8.Plug the red HASP Dongle Key into the one of PCs that you'd like to run the software. This donlge only works in the version 3.59 for MD or CLO3D.
In order to set up the Network License, you should choose an option to get authenticated through Network License Server which must be located in your local space, not in the default authentication server.
9.Download the HASP driver from the safenet website manually.
18 | Installation Guide
For Mac OSX Version 10.4(Snowleopard) and below 10.4 HASP driver download For Mac OSX Version 10.5(Lion) and above 10.5 HASP driver download Once finished downloading, open .dmg file and install the package. For more detail about installation, please refer to the following link, HASP installation guide You can double check to see if it's installed correctly at the following link. http://localhost:1947
When you see the error message as below, you should update HASP driver. To update HASP Driver, see above note.
The Dongle Key has information such as user info, product type, account info for the license and etc. So, please keep this Dongle Key well, because if you lose this Dongle Key, you may not be able to run the software any more.
10.For those who purchased the license from the reseller, you can enter the ID & PW which received by e-mail. And for those who puchased from the website, you can enter the ID & PW registered from the web, www.marvelousdesigner.com
Installation Guide | 19
Tutorials http://www.marvelousdesigner.com/Marvelous/mvTutorial.aspx Free Garments Data Download Free Garments Data
5 Marvelous Designer - Linux (Version 3.58 or above) 1. Select the right Tarball for your OS from the downloaded file or purchased DVD
CLO3D-2011 and MarvelousDesigner2 support Redhat 6.1, Fedora 14 and Ubuntu 10.04. Note : Linux Kernel 2.6.32
2. Unzip the Tarball using the following command in a terminal Terminal> tar -xvf CLO_2011.tar.gz 3. Tarball is composed of Pre-Require library and package file for each of OS. 4. Use Qt 4.7.4 and gcc 4.6.2 as a mandatory library
Possible to use Yum to install Qt 4.7.4 for the Fedora14 (terminal>yum install qt) Other than Fedora14, use the following link to download and install Qt 4.7.4. Qt 4.7.4 download link You get "gcc 4.6.2" from the link below and install it. GCC 4.6.2 download link
20 | Installation Guide
5. Four libraries in Pre-require folder are Collada, Ftgl, Glew and Hasp. 6. For the Collada, Ftgl, Glew, you can install it using Make after compiling source code. 7. For the Hasp, install the right package corresponding to a Distribution.
Hasp package needs 32bits compatible library Note: For the Deb package, install ia32 library but if problem related to compatibility occurs, install it with compulsary option.
8. Once the library installation is completed, start to install package. 9. Install (a)rpm package corresponding to the Distribution using the following command. terminal> rpm -ivh CLO3D_2011.rpm Install (b)deb package corresponding to the Distribution using the following command. terminal> dpkg -i CLO3D_2011.deb 10. Once the package installation is completed, "usr/local/CLO3D_2011" will be installed in the CLO3D 2011 case and "/usr/local/MarvelousDesigner" will be installed in the MarvelousDesigner2 case.
In the Rpm package case, the library provided as pre-require is usually installed but sometimes it is not installed due to dependant issue then add "--no-deps" to the rpm installation command.
Tutorials http://www.marvelousdesigner.com/Marvelous/mvTutorial.aspx Free Garments Data Download Free Garments Data
6 CLO3D - WINDOWS Standalone Version Please update your computer’s graphic card before installing the software. For optimal display and performance, the following specifications are recommended:
Recommended System Requirements:
Installation Guide | 21
●
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 ]
Installation 1.Run the installation file.
CLO3D Download Link - WINDOWS Standalone Version CLO3D 32Bit Standalone Download CLO3D 64Bit Standalone Download
2.The installation window will pop up as shown below. Click the 'Next' button to proceed.
22 | Installation Guide
3.Read through the License Agreement and click the ‘I Agree’ button.
Installation Guide | 23
4.Choose an installation location.
5.Choose a Start Menu Folder.
24 | Installation Guide
6.Wait while the program installs the files.
7.Once the installation is complete, click the ‘Finish’ button to run CLO 3D & Marvelous Designer.
Installation Guide | 25
8.Plug the purple HASP Dongle Key into your PC that you'd like to run the software. This donlge only works in the version 3.59 for MD or CLO3D.
HASP Driver is installed automatically from Window 7. If your computer is lower than Window7, you should download HASP driver and install it manually. To download the HASP Driver to the latest, please click this link. HASP Driver download Please refer to this following link for the HASP driver installation manual. HASP installation guide
When you see the error message as below, you should update the HASP driver. To update, see above note.
The Dongle Key has information such as user info, product type, account info for the license and etc. So, please keep this Dongle Key well, because if you lose this Dongle Key, you may not be able to run the software any more.
9.Please enter the ID & PW sent from our support e-mail.
26 | Installation Guide
If you see this window, send us the Hardware ID to
[email protected] You'll receive the Hardware Key. Make sure that you copy it all.
Installation Guide | 27
Tutorials http://www.clo3d.com/?page_id=4325 Free Garments Data Download Free Garments Data
7 CLO3D - WINDOWS Network Version What is a "Network License"? A license to use software within a certain facility. It provides authorization to install the software on all or some number of servers for a specified number of users at specified locations as well as make copies of the software for distribution within that jurisdiction. 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 ]
28 | Installation Guide
Installation 1.Run the installation file.
CLO3D Download Link - WINDOWS Network Version Windows 32Bit Network Download Windows 64Bit Network Download
2.The installation window will pop up as shown below. Click the 'Next' button to proceed.
3.Read through the License Agreement and click the ‘I Agree’ button.
Installation Guide | 29
4.Choose an installation location.
30 | Installation Guide
5.Choose a Start Menu Folder.
6.Wait while the program installs the files.
Installation Guide | 31
7.Once the installation is complete, click the ‘Finish’ button to run CLO 3D & Marvelous Designer.
8.Plug the red HASP Dongle Key into the one of PCs that you'd like to run the software. This donlge only works in the version 3.59 for MD or CLO3D.
HASP Driver is installed automatically from Window 7. If your computer is lower than Window7, you should download HASP driver and install it manually. To download the HASP Driver to the latest, please click this link. HASP Driver download Please refer to this following link for the HASP driver installation manual. HASP installation guide
When you see the error message as below, you should update the HASP driver. To update, see above note.
32 | Installation Guide
The Dongle Key has information such as user info, product type, account info for the license and etc. So, please keep this Dongle Key well, because if you lose this Dongle Key, you may not be able to run the software any more.
9.When the license Manager window pops up, you can enter your ID & PW. Then click "Activate" button.
Tutorials http://www.clo3d.com/?page_id=4325 Free Garments Data Download Free Garments Data
8 CLO3D - MAC OS X Standalone Version 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 : 64-bit Apple Mac OS X 10.7 (Lion) or later
●
Ram: 16 GB
●
iMac : All in 2010 and later
●
Mac Mini : All in 2010 and later
●
Mac Pro: All in 2010 and later
●
MacBook: All in 2010 and later
●
MacBook Air: All in 2010 and later
Installation Guide | 33
●
MacBook Pro: All in 2010 and later
Minimum System Requirements: ●
OS : 64-bit Apple Mac OS X 10.6 (Snowleopard) or later
●
Ram: 2GB
●
iMac : 21.5, Late 2009 or later
●
Mac Mini: Late 2009 or later
●
Mac Pro: Early 2009 (Snowleopard) or later
●
MacBook : Early 2009 or later
●
MacBook Air : Mid 2009 or later
●
MacBook Pro : Mid 2009 or later
Installation 1.Click on the dmg file from the DVD or download file then files are unzipped and mounted.
CLO3D Download Link - MAC OS X Standalone Version MAC OS X Standalone Download Link
2.Click Installr.app in the folder.
34 | Installation Guide
3.Click the Continue Button.
4.Click "I Agree" Button.
Installation Guide | 35
5.Click Continue Button.
6.Please wait until it's finish installing.
36 | Installation Guide
7.Click "Done" Button.
8.Plug the purple HASP Dongle Key into the one of PCs that you'd like to run the software. This donlge only works in the version 3.59 for MD or CLO3D. 9.Download the HASP driver from the safenet website manually.
For Mac OSX Version 10.4(Snowleopard) and below 10.4 HASP driver download For Mac OSX Version 10.5(Lion) and above 10.5 HASP driver download Once finished downloading, open .dmg file and install the package. For more detail about installation, please refer to the following link, HASP installation guide You can double check to see if it's installed correctly at the following link. http://localhost:1947
When you see the error message as below, you should update HASP driver. To update HASP Driver, see above note.
Installation Guide | 37
The Dongle Key has information such as user info, product type, account info for the license and etc. So, please keep this Dongle Key well, because if you lose this Dongle Key, you may not be able to run the software any more.
10.For those who purchased the license from the reseller, you can enter the ID & PW which received by e-mail. And for those who puchased from the website, you can enter the ID & PW registered from the web, www.clo3d.com
If you see this window, send us the Hardware ID to
[email protected] You'll receive the Hardware Key. Make sure that you copy it all.
38 | Installation Guide
Tutorials http://www.clo3d.com/?page_id=4325 Free Garments Data Download Free Garments Data
9 CLO3D - MAC OS X Network Version What is a "Network License"? A license to use software within a certain facility. It provides authorization to install the software on all or some number of servers for a specified number of users at specified locations as well as make copies of the software for distribution within that jurisdiction. 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 : 64-bit Apple Mac OS X 10.7 (Lion) or later
Installation Guide | 39
●
Ram: 16 GB
●
iMac : All in 2010 and later
●
Mac Mini : All in 2010 and later
●
Mac Pro: All in 2010 and later
●
MacBook: All in 2010 and later
●
MacBook Air: All in 2010 and later
●
MacBook Pro: All in 2010 and later
Minimum System Requirements: ●
OS : 64-bit Apple Mac OS X 10.6 (Snowleopard) or later
●
Ram: 2GB
●
iMac : 21.5, Late 2009 or later
●
Mac Mini: Late 2009 or later
●
Mac Pro: Early 2009 (Snowleopard) or later
●
MacBook : Early 2009 or later
●
MacBook Air : Mid 2009 or later
●
MacBook Pro : Mid 2009 or later
Installation 1.Click on the dmg file from the DVD or download file then files are unzipped and mounted.
CLO3D Download Link - MAC OS X Network Veersion MAC OS X Network Download
2.Click Installr.app in the folder.
40 | Installation Guide
3.Click the Continue Button.
4.Click "I Agree" Button.
Installation Guide | 41
5.Click Continue Button.
6.Please wait until it's finish installing.
42 | Installation Guide
7.Click "Done" Button.
8.Plug the red HASP Dongle Key into the one of PCs that you'd like to run the software. This donlge only works in the version 3.59 for MD or CLO3D.
In order to set up the Network License, you should choose an option to get authenticated through Network License Server which must be located in your local space, not in the default authentication server.
9.Download the HASP driver from the safenet website manually.
HASP Driver is installed automatically from Window 7. If your computer is lower than Window7, you should download HASP driver and install it manually. To download the HASP Driver to the latest, please click this link. HASP Driver download Please refer to this following link for the HASP driver installation manual. HASP installation guide
When you see the error message as below, you should update the HASP driver. To update, see above note.
Installation Guide | 43
The Dongle Key has information such as user info, product type, account info for the license and etc. So, please keep this Dongle Key well, because if you lose this Dongle Key, you may not be able to run the software any more.
10.For those who purchased the license from the reseller, you can enter the ID & PW which received by e-mail. And for those who puchased from the website, you can enter the ID & PW registered from the web, www.clo3d.com
Tutorials http://www.clo3d.com/?page_id=4325 Free Garments Data Download Free Garments Data
44 | Installation Guide
1.2 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. To Deactivate the license, follow the procedures: Setting > Deactivate License as below.
Deactivate License 1.Click "Setting>Deactivate License". 2.Click "Yes" 3.Enter your ID and Password and click "Deactivate".
Mac OS X (version 3.58 or above) When deactivating your license in the Mac, the license is deactivated in normal way without problem. But some crash happens just after closing the application. This crash is known bug and doesn't interfere with the deactivation.
Auto-Deactivation (Version 3.72 and above) When terminating the program, the license is being deactvated automatically. You don't have to do the license deactivation procedure any more when you want to run the program in the different PC.
1.3 Check the Software Info. 1. Click "Help>About".
Installation Guide | 45
2. You can check the software version, license type, time to Expiry and so on.
1.4 Set Language Change Language
The default language is English. We support English, French, Korean, Japanese, Chinese, Arabic, and Spanish now.
To Set Language 1.Click "Setting>Language" and select one you want to use. 2.Restart the software to apply the change.
1.5 Customize Preference You can change your default settings at the Preference diaglogue. When you restart the software, you will see the software running based on the interface you set previously. You also can set the shortcut keys, menus, graphic options, view control, and so on.
1 To Set Shortcut keys and Menu
46 | Installation Guide
1. Click "Setting> Preference". 2. Set the short keys and Menu in the preference dialogue, save and close it out. If you want to set back t o the default setting, click the "Restore the default shortcut keys".
Menu It shows the menu and features.
Shortcut keys You can set the shortcut keys from the menu you select. Click the menu and enter the keys you want.
Check You can set the default menu by checking correspondingly when starting up the software.
You can't set more than one menu with the same shortcut keys.
2 Set Graphic Option Select "Graphic Option" at the left menu. Change the menu setting you want and click "Close" button to save.
Installation Guide | 47
Show Shadow You can see the avatar's shadow as default with this button checked.
Use Shader You can set the shader's option that makes the objects show smoothly in the screen.
Anti aliasing You can set the smoothness of objects' outlines. The higher the number is, the smoother the outlines sho w and the slower the rendering speed gets.
3 View Control 1. Select "View control" at the left menu.
48 | Installation Guide
2. Select your own view control keys' combination.
You can have the combination of one key and the mouse control for only one feature. If it's double set, the interface wouldn't work properly.
Pan Select the key and the mouse button when you move the screen.
Zoom Select the key and the mouse button when you zoom in or zoom out the screen.
Rotate Select the key and the mouse button when you rotate the screen.
Pop-up Select the key and the mouse button when you open the pop-up menu of the avatar window.
User Preset
Installation Guide | 49
Select the one of the basic presets as default. ●
User Preset: It is a current user setting.
●
Marvelous Designer Default Preset: It sets back to the default setting.
●
Maya Default Preset: It sets the same way as Maya's setting.
●
Max Default Preset: It sets the same way as 3Ds Max's setting.
4 Etc. 1. Select "ETC" at the left menu and change the setting you wish to have. Please read the description me nu in detail as below. 2. Close it to save the changed setting.
Default Arrangement Shape Type: When you arrange the patterns to the avatar using the arrangement points, you can set the way of arranging the arrangement pan whether it arranges curvy or straightly along the curve of the arrangement pan.
●
Start Project Path: You can set the project file info. such as clothes, avatar, light, etc. when starting up the software. You can also have your own avatar, clothes or the scene as a default setting. ●
Default Arrangement Point Size You can change the radius of the arrangement point size according to the scale of the pattern and the avatar.
●
Default Particle Distance When creating the pattern, you can set the basic particle distance on the pattern as a default.
●
Set the Starting Project Path With this feature 'Set Starting Project Path', you can set the customized project file which has the info such as the garment, the avatar, the light and etc. You can create and set
●
50 | Installation Guide
your own garment and the avatar or the scene as a default. Set the Unit (Version 4.00 or above) You can set the unit of pattern length displayed in the window to a different unit(inch, centimeter and millimeter). This feature shows a length in a different unit. After changing the unit, you should restart the software to apply the change. ●
Mac OS X (version 3.58 or above) Unlike Windows, the path for the Start Project takes the following form. CLO3D-2011 : /Applications/CLO3D-2011.app/... MarvelousDesigner2 : /Applications/MarvelousDesigner2.app/...
Installation Guide | 51
Environment
2. Environment
2.1 Interface 1 Windows This section contains a brief summary of the main CLO3D/MD interface. The interface is composed of four windows: Avatar Window, Pattern Window, Object Browser and Property Editor. You can draw a pattern in Pattern window, drape the pattern on the avatar in Avatar window, see the object list in the Object window and change the properties of a garment and pattern in Property editor
Environment | 53
1 Avatar Window Avatar Window is a 3D space where you can simulate the draping behavior of woven cloth and create the animation.
2 Pattern Window Pattern Window is a 2D space where you can draw patterns, define the seam lines and edit textures.
3 Object Browser Object Browser is made up of three tabs: Scene, Arrangement Point and Arrangement BV. It allows you to view all components of objects.
54 | Environment
Scene Scene tab is the primary, fastest, and most streamlined tool for finding or selecting object. It lets you quickly review a list of all objects and its structure.
Arrangement Point Arrangement Point box is a tool for displaying an Arrangement Point. It lets you select, add or delete the Arrangement Points. Also you can save or open the custom setting of Arrangement Point.
Arrangement BV 2 Arrangement Bounding Volume(BV) tab is a tool for displaying an Arrangement BV. It lets you add,fit and delete the Arrangement BV. You also can save and open the custom setting of Arrangement BV.
4 Property Editor Property Editor is made up of two tabs: Basic and Fabric box. It allows you to edit properties of objects. In both tabs, object properties are displayed corresponding to your selection.
The property Editor is divided into Basic and Fabric tab from the version 3.57 and above.
Environment | 55
1 Basic In the Basic tab, you can access seven different object's property groups according to your selection: Pattern property, Internal shape property, Seam property, Avatar property, Simulation property, Pattern Window property and Wind property. Each group allows you to change values of object's property such as its name, number of mesh, position and etc. ●
Pattern property : Pattern properties are shown up in the Basic tab if you select a pattern.
Internal shape property : Internal shape properties are shown up in the Basic tab if you select an Internal shape. ●
●
Seam property: Seam line properties are shown up in the Basic tab if you select a seam .
●
Avatar property: Avatar properties are shown up in the Basic tab if you select an avatar.
Simulation property : Simulation properties are shown up if you select the 'Simulation Property' menu from the pop-up menu. The pop-up menu appears when clicking the right mouse button in the Avatar Window. ●
Wind property : Wind properties are shown up if you select the 'Wind Property' menu from the popup menu. The pop-up menu appears when clicking the right mouse button in the Avatar Window.
●
Pattern window property: Pattern window properties are shown up if you select the 'Pattern Window Property' menu from the pop-up menu. The pop-up menu appears when clicking the right mouse button in the Pattern Window. ●
2 Fabric In the 'Fabric' tab next to the 'Basic' tab, you can edit the fabric properties. You can access its properties by clicking a pattern in the Pattern window or garment in the Avatar Window. The Fabric properties are divided into Surface property, Physical property and Texture Transformation.
2.2 Menu You can access commands in the Main menu located at the very top of the screen, and Pop-up menu located in 3D Avatar Window and 2D Pattern Window. In the 3D Avatar Window, there are 3D Environment Pop-up, Avatar Pop-up and Garment Pop-up menu. In 2D Pattern Window, there are Pattern Editing Pop-up, Pattern Pop-up, Segment/Point Pop-up and Seam line Pop-up menu.
1 Main Menu Main menu is at the very top of the screen. It lists all the different command groups and is categorized into 11 different groups. Frequently used commands in the main menu have corresponding icons in the Toolbar directly below it.
56 | Environment
2 Toolbar The most commonly used controlling, designing and editing tools are represented as icons in the toolbar so you can access commands by clicking the icons. You can find the same command in the main menu but there’s no need to navigate through a series of pull down menus if you work with the tool bar. In the tool bar, there are four different categorized icons: Pattern Design tool, Sewing Tool, Texture Design tool and Draping tool.
1 Draping Tools
Simulation (Spacebar) To start/ stop draping simulation. Synchronize (Ctrl+D) To synchronize patterns, seams, and print textures between the Avatar and Pattern Windows. Show Cloth To show/ hide garments.
Play Motion To play or stop avatar's motion. Show Avatar To show/ hide avatar.
Show Arrangement Points To show/hide Arrangement Points on the avatar.
Environment | 57
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.
2 Pattern Design Tools
Edit pattern (Z) To select and move patterns, lines, and points. Transform pattern (A) To scale and move pattern or internal shape Edit Curvature (C) To switch between straight line and curved line ,and edit curved line. Edit Curve Point (V) To add or move a curved point. Add Point/Split Line (X) To add or split a straight line. Create Polygon Pattern (A) To draw a polygon by plotting multiple points. Create Rectangle Pattern (S) To draw a rectangle.
58 | Environment
Create Circle Pattern (E) To draw a circle. Internal Polygon/Line (G) To draw internal shapes (polygons) or lines. Create Internal Rectangle (F) To draw internal rectangles. Create Internal Circle (R) To draw internal circles. Create Dart (D) To draw darts (4 point darts) within a pattern. Darts makes a hole in pattern.
3 Sewing Tools
Edit Seam (B) To select or modify sewing lines. Segment Sewing (N) To sew seams with a segment as an unit. Free Sewing (M) To sew seams of defined area by clicking on start points and ending points on corresponding patterns.
Environment | 59
Show Seam (Ctrl+B) To display or hide seams.
4 Texture Design Tools
Edit Texture (T) To select, move, rotate or scale textures. Create Print Texture To insert a print texture onto a pattern. Show Texture (Ctrl+T) To display or hide textures.
3 Popup menu In addition to the Main Menu and Toolbars, you can quickly access specific tool sets through pop-up menus by right-clicking on a Window or object. Popup menu is grouped into a module of object.
1 Avatar Window Pop-up Menu 3D Environment 3D Environment Pop-up menu appears when you click your right mouse button in the empty space of the Avatar Window. You can change a camera view, background color, light or add wind effect.
Avatar Pop-up menu associated with avatar appears when you click your right mouse button on the avatar. You can set the rendering style and arrangement point, or access avatar properties from the menu.
60 | Environment
Garment Pop-up menu associated with a garment appears when you click your right mouse button on a garment. You can perform actions related to a garment from the menu.
2 Pattern Window Pop-up Menu 2D Environment 2D Environment Pop-up menu appears when you click your right mouse button in the empty space of Pattern Window. You can paste a pattern, set the grid or show/hide pattern information from the menu.
Pattern Pop-up menu associated with pattern appears when you click your right mouse button on the pattern. You can copy and paste a pattern, rotate it or delete texture from the menu.
Segment/Point/Seam Line Pop-up menu associated with Segment/Point/Seam Line appears when you click your right mouse button on the Segment/Point/Seam Line. You can perform actions related to the Segment/Point/Seam Line from the menu.
2.3 Scene 1 Move, Zoom In/Out, Rotate You can control the views in the Avatar Window and Pattern Window using your mouse.
Environment | 61
Move
: Hold down the mouse wheel and drag the mouse to move around.
In Mac OS X (version 3.58 or above), you can control the view by dragging your mouse, holding down Alt(Option) key and your left mouse button.
Zoom In/Out : Scroll the mouse wheel up or down to zoom in or out.
Rotate : Hold down the right mouse button and drag the mouse to rotate scene.
2 Control Camera view in the Avatar Window When you first launch CLO3D/MD2, you view the 3D scene through a front camera. You can quickly change the camera view to front, back, left and right side as well as center the view on selected object.
To change camera views 1.Click your right mouse button in the Avatar Window. 2.Choose Front, Back, Left, Right, Top or Bottom from the pop up menu
62 | Environment
Camera coordinate system has been changed from the absolute local coordinate system to the avatar coordinate system from the version 3.57 and above. Fig. Before (top) and after (bottom)
From the version 4.00 and obove, the object coordinate system has been added so an object imported in the OBJ and Point Cache file format can be viewed according to the object coordinate.
To center the view on selected object and pan it as a center (Version 4. 27 and above) You can center the view on selected object in the Avatar Window and control the view with the selected object as a center. 1.Select a piece of garment in the Avatar window. 2.Go to Main Menu -> Environment -> View -> Zoom to Selected (F) or Press F key on your key board.
Environment | 63
To use this feature properly, you should uninstall previous version before you install 4. 27 version,
3 Control camera view in the Pattern Window You can center the view on selected or all patterns in 2D Pattern Window.
To center the view on all patterns in the Pattern Window. 1.Click the right mouse button in the empty space of the Pattern Window, then pop-up menu appears 2.Choose Zoom Extends All from the pop-up menu This will adjust the scale of the 2D environment so that all your pattern pieces fit on the screen. If you want to zoom into a particular pattern piece, click the “Edit Pattern” icon up in the toolbar and select the pattern. Then if you right-click on top of the pattern, a pattern-related pop-up menu will appear, with the option to “zoom to selected” pattern.
To center the view on selected pattern in the Pattern Window. 1.Click the "Edit Pattern" icon in the toolbar 2.Select a pattern. 3.Right click your mouse on the pattern, then pop-up menu appears.
64 | Environment
4.Select the 'Zoom to Selected' from the menu.
Environment | 65
File
3. File
3.1 Garment 1 Open and Save Garment (Version 4.00 and above) From the version 4.00, garments are saved in the ZPAC file format as a default. ZPAC(Zipped Pattern and Cloth) includes 3D garment, 2D pattern, avatar pose, and garment texture.
Objective To open/save garment file.
Location ●
Open Garment File : Main Menu → File → Open → Garment
●
Save Garment File : Main Menu → File → Save → Garment
Operation To open a garment file. 1.Select the tool according to the Location above. 2.'Open File' window pops up. 3.Select a garment file and click on the 'Open' button.
To save a garment file. 1.Select the tool according to the Location above.
File | 67
2.'Save File' window pops up. 3.Choose a location to save the garment file. 4.Enter a file name in the 'File name' tab and click on the 'Save' button. 5.A garment icon and ZPAC file are created.
6.
You can change a name of texture file freely since the original texture file, not the file path, is saved in the ZPAC file.
From the version 4. 27, you can open garment file (.pac, .zpac) and project file (.zprj) directly from a Window or drag&drop the file to the Avatar Window from the window.
2 Open and Save Garment (Version lower than 4.00) Garments created in CLO 3D/MD are saved as PAC file format. PAC file format (its name derived from 'Pattern and Clothes), is used to save 3D garment and 2D pattern. When using PAC file format, there are saving options such as Pac file only, save Pac file with a folder containing texture images, and ZPac (zipped file including Pac file and texture images).
1 Open Garment Click "File> Open> Garment" to load a garment file. You can choose whether to load pose or not when opening a garment.
2 Save As Pac File Only 1. Click "File> Save As> Garment" and select "Pac file Only" in the Save Option dialog.
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2. The garment file is saved with the preview icon and the avatar pose as follows.
When Pac file is saved, the texture file itself is not saved with the garment file but only its path. It is thus important not to change the file name. Also, when changing a location of the garment file, you should keep PAC file, POS file, and the texture file in the same folder.
3 Save As Pac File with a Folder Containing Texture Images 1. Click "File> Save As> Garment" in the main menu and select "Pac file with a folder containing texture i mages in the Save Option dialog.
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2. The garment file is saved with the preview image, avatar pose, and its texture image as follows.
4 Save As ZPac (zipped file including Pac file and texture images) 1. Click "File> Save As> Garment" and select "ZPac (zipped file including Pac file and texture images) in th e Save Option dialog.
2. The garment file is saved as a zipped file with the avatar pose and texture images.
5 Save Over Garment Click "File> Save As> Save over Garment" to overwrite the current garment file.
3 Add Garment Click "File> Open> Add Garment" to add a garment file.
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4 Import MYU Files MYU is 'AphaMyu' Pattern CAD file format of YUKA Alpha Apparel Solutions. You can import the 2D Pattern data in this format to CLO 3D/MD. Click "File> Import> MYU" in the main menu. Then select an amx file from "Open File" dialog and choose options from the dialog that follows.
Scale
select "mm" for Alpha Myu CAD
option
swap outer and sewing line If the pattern's outer line and the sewing line is swapped when they are loaded, check this option.
*outer and sewing line can be swapped depending on the export option setting of the pattern CAD.
5 Import/Export DXF Files DXF is the standard CAD format used in the fashion industry. CLO 3D is now compatible with YUKA, Gerber, Lectra, StyleCAD, Optitex, PAD System, etc in the DXF-AAMA file format. Yet, because 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. .
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1 Import DXF Files Click "File> Import> DXF > Open" in the main menu. Then select a dxf file from "Open File" dialog and ch oose options from the dialog that follows.
Scale
select "mm" for Alpha Myu CAD
option
swap the seam allowance and sewing line If the pattern's seam allowance and the sewing line is swapped when they are loaded, check this option.
*Seam allowance and sewing line can be swapped depending on the exporting option setting of the pattern CAD.
2 Add DXF Files Click "File> Import> DXF> Add" and select a file from "Open File" dialog. Select import options from "DXF Import" dialog.
3 Export DXF Files Click "File> Export> DXF" in the main menu. Select a dxf file from the "Save File" dialog and click "OK." Th en select a CAD type from the "Export DXF" dialog that follows.
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Cutting lines(Seam allowance) and Sewing lines could be defined differently depending on 2D pattern CAD. In this case, you can correct it by checking the “Swap outer and sewing line” in Option box when exporting DXF files from the version 3.57 and above.
3.2 Avatar/Scenes/Props 1 Open / Save AVT File ( Version 3.64 and above ) Objective You can save or load avatar file in the .avt file format. This .avt file format includes model(.dae or .obj), sizing data(.avs), pose(.pos), motion(.mtn), accessory(.acc), bounding volume(.pan) and arrangement point(.arr).
Location ●
Main menu → Open / Save as → Avatar
●
Start Screen Pop-up → Avatar Style Window → Open / Save
●
Main Menu → Avatar → Avatar Style Window → Open / Save
Operation 1.Select the tool according to the Location above. 2.Open / Save the avatar
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2 Open Avatar(COLLADA) File CLO 3D/MD saves the avatar in the COLLADA or OBJ file format. When an avatar file is open, the existing avatar replaced with the new avatar. For more details, refer "File> Avatar/Scenes/Props> Import COLLA DA Files."
1 Open Avatar File Click "File.> Open> Avatar" and select an avatar file in the "Open File" dialog. You can adjust the scale in the Load Avatar dialog.
3 Import/Export OBJ Files OBJ file is used to save the avatars, scenes, or props in CLO 3D/MD. A garment collides with the OBJ file when it is loaded as avatar, but when it is loaded as scenes or props, the garment passes through the OBJ file without colliding it. For more details, refer "File> Avatar/Scenes/Props> Scenes/Props" Also, it is possible to "Morph" OBJ files with the same mesh structure (netted structure used to show 3D objects) To "Morph" means transforming the shape of one object into another gradually, and you can transform avatar's pose or body type using this function. It is especially useful when transforming the pose of the avatar dressed. For more details, refer "File> Avatar/Scenes/Props > Morph Target". The garment files created in CLO 3D/MD are compatible with other 3D software after they are exported as OBJ file format. When garment files are exported as OBJ files, MTL file is automatically generated to store the texture data. For more details on exporting garment files as OBJ, refer "File> File Compatibility> Export Garment Files.
1 Import OBJ Files Click "File> Import> OBJ" and select a file in the "Open File" dialog. Then select the file from the Load OBJ dialog.
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Object Type Load as Avatar: When OBJ is loaded as Avatar, the existing avatar object disappears and it is replaced with the new avatar.
●
Load as Scenes & Props: When OBJ is loaded as Scenes & Props, the object passes through the garment without colliding with it.
●
Load as Morph Target: When OBJ is loaded as Morph Target, the current object morphs into the loaded object. Morphing takes longer with higher Morphing Frame Count values. ●
Scale Enter a value or select from 'Unit in file to import.'
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Axis Conversion Change the direction of each axis of the object
2 Export OBJ Files Click "File> Export> OBJ" in the main menu and select a file from the "Save File" dialog. Then select export options from "Export OBJ" dialog.
Object Select an object to export. The garment created in CLO 3D/MD is listed as "Cloth_Shape" ●
Welding: combine lines that are sewn together into one line
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Unified UV Coordinates: You can export one UV coordinates sheet containing all textures. But it would cause some problems on displaying texture on garment. ●
Scale Enter a value or select from 'Unit in file to import.' Axis Conversion Change the direction of each axis of the object
4 Import COLLADA Files Because COLLADA is the standard format of most 3D applications, it is possible to export COLLADA files from 3D tools such as 3ds Max, Maya, Poser, and DAZ Studio to CLO 3D/MD. Download "OpenCOLLADA" plugin from (http://www.opencolada.org/download.html) to export COLLADA files from other applications. COLLADA exporter provided by 3ds Max or Maya would not export COLLADA files successfully. COLLADA file stores rigging, skinning and animation data besides Geometry and Material. The avatar's motion data can be exported as COLLADA file, and saved as MTN format in CLO 3D/MD.
1 Import COLLADA Files Click "File> Import> Collada and select a file to import. Select Object Type and set Scale from the Load CO LLADA dialog.
Object Type Load as Avatar: When OBJ is loaded as Avatar, the existing avatar object disappears and it is replaced with the new avatar.
●
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Load as Scenes & Props: When OBJ is loaded as Scenes & Props, the object passes through the garment without colliding with it.
●
Scale Enter a value or select from 'Unit in file to import.'
5 Import STL Files Click "File> Import> STL and select a file to import.
6 Import BVH files Click "File> Import> BVH and select a file to import.
7 Morph Target Morphing is to gradually change a shape of an object in a different shape over time. In CLO 3D, you can easily morph the body type of the avatar using "Avatar Size Editor" and the pose of the avatar using "Show X-Ray Joints" menu. For now, it is convenient to use avatar provided in CLO 3D when morphing its shape in CLO3D.
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However, this tool is ultimately used to import object as an avatar created in other 3D software and transform its pose with the garment in CLO3D for experienced user of other 3D tools. For more details, refer Transforming Pose with Vertex Morphing.
Transforming the Pose After Putting the Garment On the Avatar Loaded From Different 3D Software
1. Load OBJ Files: Prepare two OBJ files to use when morphing. Then click "File> Import> OBJ" in the main menu and load the first OBJ file. 2. Load Morph Target: Click "File> Open> Morph Target" and select the second OBJ file. Select options fr om "Load Morph Target" dialog.
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Object Type When OBJ is loaded as Morph Target, the current object morphs into the loaded object. Morphing takes longer with higher Morphing Frame Count values. Scale Enter a value or select from 'Unit in file to import.' Axis Conversion Change the direction of each axis of the object
8 Scenes/Props OBJ or COLLADA files created in other 3D software can also be loaded as scenes or props. However, when a file is loaded as scenes or props, the object passes through the garment without colliding it.
(Left) Object loaded as "Avatar" (Right) Object loaded as "Scenes & Props."
1 Open Scenes/Props File Click "File> Open> Scenes/Props" and select OBJ or COLLADA file to load as Scenes or Props. Select options from "Load OBJ Scenes/Props" dialog.
9 Add Avatar Add Avatar feature will let you add multiple avatars in the avatar window. This feature can be used when you make hard objects to coordinate with garment such as buckle for belt, buttons, armors and so on.
1 Add Avatar Location
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Main Menu > File > Open > Add Avatar
Example Besides adding more avatars, you can add helmets, shoulder pads, armors or petticoats on an existing avatar with this feature.
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2 Adjust Avatar Location Objective You can adjust added avatar's location not to make it overlap with the default avatar.
Operation 1.Select 'Show X-ray Joints' in the Avatar tap. 2.Select the purple pelvis point in the center of the Avatar. 3.When the pelvis point moves, the Avatar's location moves correspondingly. 4.You can relocate the avatar in the same way whenever you add an avatar. Location of the default Avatar
Relocating the default Avatar. Please make sure that the simulation button is on.
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Relocating the added Avatar
3 Export Avatar
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Objective You can export added avatars as an OBJ file.
Location Main Menu > File > Export > OBJ
4 Delete Avatar Location ●
Main Menu > Avatar > Clear Avatar
●
Avatar Pop-up > Clear Avatar
3.3 Pose/Animation 1 Open and Save Pose Files Once the pose file is loaded, the avatar’s pose automatically changes to the new pose. The simulation mode turns on automatically and garment is simulated corresponding to the new pose.
1 Change Pose Click "File> Open> Pose" to open a pose file. The simulation mode turns on and the avatar's pose changes.
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2 Stop Pose Movement for new pose stops if you click
(Play Motion) button. If you click the button again, the
movement is reactivated.
3 Save Pose Click "File> Save> Pose" from the main menu and save the current pose as a POS file.
From the version 3.37 and above, importing pose does not import size file anymore.
2 Open and Save Motion Files[Animation] MTN is a file format specific to CLO 3D/MD which saves the motion of the avatar and the animation. CLO 3D/MD provides motion file for both male and female avatar as a default. Animation data produced in other 3D software or captured motion data can also be saved as a (*.mtn) file after being loaded as a COLLADA file.
1 Open Motion Click "File> Open> Motion" to open motion file.
2 Save Motion Click "File> Open> Avatar" to open a COLLADA file with animation data. Then Click "File> Save> Motion" to save the motion as MTN file. In order to save motion files, avatar with animation data should be loaded in a COLLADA file format. the COLLADA file should be the OpenCOLLADA file format. For more details on COLLADA format, refer "Files> Avatar/Scenes/Props> Import COLLADA Files"
3 Open and Save Animation Files[A] To open and play an animation, you need to open the garment file(*.pac) first and open the animation file(*.anm).
In the current version, it is recommended that you save the garment again after recording the animation because the garment file and the animation file are saved separately. When pattern or particle distance in the animation do not match with those of garment file, animation does not play properly.
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1 Open Animation 1.Click
(Change to Animation Mode) button to switch to the Animation Mode.
2.Click “File> Open> Cloth” to load the garment file used in the animation. Click
(load) button on the
tool bar to load an animation file. Then, the loaded animation will be displayed on “Animation Editor” pane.
2 Save Animation Click the
(Save) button in the animation mode or click "File> Save> Animation." Then, specify the
region you want to save in the “Animation Save” dialog and press "OK".
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Entire Region Save the entire region of the recorded garment animation. Play Region only Save a part of recorded animation that you defined.
4 Export Animation[A] The recorded animation can be exported to the other 3D tools such as 3ds Max or Maya. You can make realistic animation by rendering it in other 3D tools.
1 Export as OBJ Sequence Click “File> Export> OBJ Sequence” to export animation as OBJ sequence. Set options in “Export OBJ Anim ation” dialog after setting file name and path.
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Object, Scale, Axis Conversion Refer "File> Avatar/Scenes/Props> Import/Export OBJ Files" Animation ●
Entire Region: Save the entire region of the recorded garment animation.
●
Play Region only: Save a part of recorded animation that you defined.
2 Export as Maya Cache Click “File> Export> Maya Cache” to export animation as a Maya Cache(.mc) file. And set options in “Expo rt Maya Cache(.mc)” dialog.
Time Scale Adjust the time scale of the animation
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3 Export as Point Cache 2 Click “File> Export> Point Cache 2” to export animation as a Point Cache(.pc2) file. And set options in the dialog after setting file name and file path.
4 Export as MDD Point Cache Click “File> Export> Point Cache 2” to export animation as a MDD Point Cash format file. And set options in the dialog after setting file name and file path.
5 Import BVH[Animation] Supported by most 3D animation software, BVH is the standard file format that records joint motions.
1 BVH Click "File> Import> BVH" to open a BVH file. Then adjust scale and axis in the "Load BVH" dialog.
Scale Enter a value or select from 'Unit in file to import.'
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Axis Conversion Change the direction of each axis of the object
6 Import Animation Cache(.mc, .pc2, .mdd) Click "Import > Vertex Animation > Maya Cache" : .mc format Click "Import > Vertex Animation > Point Cache2" : .pc2 format Click "Import > Vertex Animation > MDD" : mdd format
7 Export Garment Animation Click "Export > Garment Animation > OBJ Sequence" Click "Export > Garment Animation > Maya Cache (2009 and Below) Click "Export > Garment Animation > Maya Cache (2010 and Above) Click "Export > Garment Animation > Point Cache 2 Click "Export > Garment Animation > Point Cache
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3.4 Project Before Version 3.64 You could select and save the Avatar, Arrangement Bounding Volume, Arrangement Point, etc. into one project file, so this project file could load the file from the individual paths. However, there was an issue that you couldn't open the file when you change the location where files are saved.
After Version 3.64 The Project file contains all files in the scene. This project file has .avt file including avatar, accessory, pan, arr, avs, acc and pos, and Zpac file including garment and texture. Also, the way of saving has been changed from the path saving to the file saving.
1 Open and Save Project Files 1 Save as Project (version 3.64 and above) Objective To stores the garment, avatar, arrangement points, animations, and other elements produced in the software as a zip file.
Location Main Menu → Open/Save → Project
Operation 1.Select the tool according to the Location above. 2.Open / Save the project file
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2 Save as Project ( Lower than version 3.64) 1. Click "File> Save As> Project" and select path and file name in the "Save File" dialog. 2. Select from the checklist on the left of "Save Project File" dialog. 3. Check on the right, "Save in Project File" to select items that will be saved in Project File. This option m ust be checked when you need to move the file.
3.5 Print Patterns In CLO 3D, you can print out patterns only shown in Pattern Window in A4 or letter size. The printing of patterns in real size will be included in the future update.
1 Print 1. Click right mouse button on the background of the Pattern Window to display the popup menu and cli ck “Show All Patterns in Window” 2. Click "File> Print Preview" to preview the print area. 3. Then click File> Print.
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3.6 Format Note: (“*”) in the file name is only available in CLO 3D and [A] is only available in Animation Editor plug-in in the following chart.
1 CLO 3D/MD Format Garment
*.pac
It is an abbreviation of “Pattern and Cloth”. It stores cloth, pattern, seams and material data.
Pose
*.pos
It stores the pose data of avatar and it is saved automatically when you save clothes as “*.pac” format. You can change the avatar’s pose easily using this format The pose can be saved only when you open an avatar model with joints as COLLADA format.
Motion
[A]
*.mtn
It stores the motion data of avatar. The motion can only be saved when you open an avatar model with the motion as COLLADA format.
Animation
[A]
*.anm
It records the garment being simulated with the motion(*.mtn) of avatar. You need a garment file(*.pac) to play this animation in CLO 3D & Marvelous Designer or Marvelous Show Player.
Arrangement
*.arr
Point
created based on Arrangement Bounding Volumes.
Arrangement Bounding
It stores red points around avatar used to arrange patterns easily. It can be
*.pan
Volu-
It stores the cylinder covering parts of avatar. It can be used to arrange the patterns easily after pose is changed.
me Physical Property
*.psp
It contains details on Physical Property of garment.
2 Compatible Format COLLADA
*.dae
CLO 3D & Marvelous Designer currently supports COLLADA format for loading avatars. COLLADA files can be exported to 3DS Max, Maya, Poser and DAZ Studio and it contains rigging, skinning, animation data as well as geometries and materials data. You should install the OpenCOLLADA plugin (http://www.opencollada.org/download.html) for exporting COLLADA in 3DS Max or Maya.
DXF*
*.dxf
Standard format in pattern CAD industries, it stores 2D pattern data. CLO 3D is now compatible with YUKA, Gerber, Lectra, StyleCAD, Optitex, PAD System, etc.
[A] BVH
*.bvh
It stores the skeleton hierarchy information and the motion data by capturing actor’s motion.
Animation Cache *.mc
It stores the vertex animation data. After recording animation in CLO 3D
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[A] Texture
*.pc2
you can export the animation as point cache to 3DS Max or Maya.
Image Format
You can set texture on the garment with standard image file formats such as *.jpg, *.bmp, *.png, *psd and etc.
3.7 File Compatibility 1 Avatar 1 DAZ Studio The avatar created in the DAZ Studio can be imported as COLLADA or OBJ format to CLO 3D/MD.
1 Import as COLLADA File 1.Load an avatar in the DAZ Studio
2.Click "File> Export"
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3.Enter the file name in the "Export File" dialog and select "COLLADA dae(*.dae) from the "Save as type" option.
4.Run CLO 3D/MD and click "File> Open> Avatar" to load the exported avatar.
2 Import as OBJ File 1.Click "File> Export" after loading the avatar in DAZ Studio
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2.Select "Wavefront Object (*.obj)" format in the dialog that follows.
3.Set Scale to 1000% in the "OBJ Export Options" dialog. This is because CLO 3D/MD uses millimeter and DAZ Studio uses centimeter.
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4.Run CLO 3D/MD and click "File> Import> OBJ" 5.Select :"OK" to import file.
If you set scale to 100% when exporting, you need to set the scale to 1000% when importing.
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2 Poser 1 Import as COLLADA File 1.Load an avatar in the Poser.
2.Click "File> Export> COLLADA"
3.Set Scale to 100% in the "Export Options" dialog.
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4.Click "File> Open> Avatar" in CLO 3D/MD to load the avatar exported from Poser.
2 Import as OBJ File 1.Click "File> Export> Wavefront OBJ" after loading the avatar on Poser.
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2.Select "Single frame' from "Export Range" dialog and check all the elements to export from the "Select Objects" dialog.
3.Click "OK" after selecting options like below.
4. Click "File> Export> OBJ" to open the exported OBJ file. Then set scale to 262128% in the "Load OBJ" dialog. This is because Poser uses feet as its unit and CLO 3D/MD uses millimeter.
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The default unit of Poser is ft. and the default unit of CLO 3D is mm. If you change the unit in the Poser, you should change unit scale in CLO 3D when importing it correspondingly.
2 Transforming Pose 1 Transforming Pose With Vertex Morphing This method has the advantage of maintaining form composition of the avatar after pose transformation. However, because this method uses the distance between each point of the avatar instead of the joint structure, the garment might come off the avatar if the default pose differs greatly from the target pose. In such case, it is recommended that you create an OBJ file with a transitional pose. If the process is too cumbersome, you can also use "Joint Transform" method.
1.To change the pose of the dressed avatar in CLO 3D/MD, you need at least two files like below - the avatar in the T pose and the avatar in the target pose. These files are exported as OBJ format. For more details, refer "File> File Compatibility> Avatar."
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2.Click "File> Import> OBJ" and select OBJ file with the T pose among the exported avatars. Select "OK" in the option dialog. 3.Put the garments on the loaded avatar.
4.Click "File> Open> Morph Target" and select the OBJ file with another pose. Set Morphing Frame Count and select "OK." 5.Then Simulation Mode turns on and the pose changes according to the set frame count. The garment changes with the pose. After the pose changes, drag the garment to straighten it.
2 Transform Pose With Joint This method can only be used in the case of the avatars with Joint data.
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This method is useful when changing the pose greatly while maintaining the garments on the avatar. Ho wever, when an avatar is exported from DAZ Studio as COLLADA format, some parts of the form compos ition data are lost. Thus, it is important to call OBJ file that also stores the pose data to edit the avatar afte r changing the pose. (OBJ file doesn't lose its data while being exported because it only stores the form c omposition data. )
1.Prepare a T-pose avatar and the avatar in the target pose in a different 3D software and export the avatars as COLLADA files. For details on exporting as COLLADA files, refer "File> File Compatibility> Avatar."
2.After exporting COLLADA files, export the avatar in the target pose as an OBJ file.
3.Load the COLLADA file in the target pose in CLO 3D/ MD
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4.Click "File> Save As> Pose" to save the target pose as a POS file. This is used to change the pose after putting the garment on the avatar. 5.Click "File> Open> Avatar" to open the T-pose avatar. Then drape the garment on the avatar.
6.Click "File> Open> Pose" to open the POS file that stores the target pose. The avatar gradually changes its pose. It might take longer with the garments with large surface.
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7.Click "File> Import> OBJ" to open the OBJ file that stores the target pose. Because the form composition data is restored, some parts of the garment might be under the skin of the avatar.
8.With the Simulation Mode on, drag the garment out of the skin with the left mouse button. For more details, refer "Garment> Draping> Moving/Fixing garment."
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9.To drag the garment out more easily, set the simulation properties like below. Click right mouse button in the avatar window and select "Simulation Properties." 10.Then check on the "Avatar-Cloth Collision Detection(Vertex-Triangle). This menu detects collision between avatar and the garment more precisely and help drag out the garment from under the skin.
3 Export Garment 1 DAZ Studio Export the avatar from the DAZ Studio to put the garment on the avatar in CLO 3D/MD. Then export the garment as OBJ file back to the DAZ Studio.
1 Export Garment 1.Load the avatar and drape the garment on the avatar.
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2.Click "File> Export> OBJ." Set Scale to 100% and check only "Cloth_Shape" in the "Export OBJ" dialog. Also check on "Welding" to combine the parts connected by seam lines.
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2 Import Garment to DAZ Studio 1.Click "File> Import" in the DAZ Studio.
2.Set Scale to 10% in the "OBJ Import Option" dialog.
Enter the name and path of both the garment file and the texture file without any blank space.
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2 Poser Export the avatar from the Poser to put the garment on the avatar in CLO 3D/MD. Then export the garment as OBJ file back to the Poser.
1 Export Garment 1.Load the avatar and drape the garment on the avatar.
2.Click "File> Export> OBJ." Set Scale to 100% and check only "Cloth_Shape" in the "Export OBJ" dialog. Also check on "Welding" to combine the parts connected by seam lines.
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2 Import Garment to Poser 1.Click "File> Import> Wavefront OBJ" in Poser
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2.Set "Percent of standard figure size" to 100% in the "Import Options" dialog.
3.Because Poser changes the size of the object while it imports an OBJ file, you need to adjust the size of the garment manually to fit the avatar.
4 Export Apparel Pattern CAD DXF 1 SuperALPHA: Plus Yuka Pattern CAD System Export Yuka Pattern CAD file as DXF format to use in CLO 3D
1 Export DXF-AAMA Check the following before exporting the pattern Check if the lines of the pattern are connected to form a plane figure. In order to simulate the pattern in 3D, there needs to be a complete plane figure.
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Check if there are any cross sections of the patterns. The cross sections might not be exported properly.
1.Click "File> EXPORT> TIIP/AAMA (exps)"
2.“DXF Export 설정”창의 “외곽만 있는 패턴취급”에서 “절단만”에 체크합니다. “CAD 기종”은 “기타”로 놓고 “확인”을 누릅니다.
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3.그리고 “파일>EXPORT> TIIP/AAMA출력 (exp)”을 클릭합니다.
4.“DXF Export”창의 “파일타입”에서 “AAMA”를 체크합니다. 그리고 “출력패턴분류”에서 제도한 패턴에 따라 시접의 유무를 설정한 뒤, 오른쪽의 “전 영역”을 클릭합니다.
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5.“Export 지정”창에서 “참조”를 눌러 DXF를 익스포트할 경로를 지정하고 “OK”를 누릅니다.
6.만약 “경고 패턴이 있다”는 경고창이 뜨면, 일단 “OK”를 누른 뒤, 뒤따라 나타나는 창에서 패턴의 상태를 확인합 니다.
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7.패턴이 모두 “OK”로 나타나 있을 경우는 그대로 “확인”을 눌러 마칩니다. “NG”가 있을 경우 해당 패턴을 찾아 문제를 수정합니다.
Patterns might have problems when outer and sewing line are swapped
2 Gerber Pattern Design Export Gerber Pattern CAD file as DXF format to use in CLO 3D
1 Export DXF-AAMA 1.Click "File> Export" after loading the pattern.
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2.Click the pattern with the mouse button.
3.Set the "file format" to "AAMA(*dxf)" and click "Option" button in the "Export" dialog that follows.
4.Select every category and click "OK"
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5.Click "OK" in the dialog like the following that follows.
6.Check to see if the pattern is intact and click "Close" to finish.
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Avatar
4. Avatar
4.1 Avatar Size Chart CLO 3D provides an useful tool to simulate garments on different avatar sizes and shape in real time. Three different avatars in different ethnicity and gender are also provided which is Asian female and male, and Caucasian female.
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part
size (cm) Asian Female
description Caucasian Femal
Asian Male
Kid
189.41
140.61
e Height
180.35
180.34
Top of the head to the heel
Total length
155.16
154.94
163.89
119.60
Neck to heel
Neck
36.81
38.19
41.15
32.51
Circumference around the neck
Shoulder width
34.80
34.87
38.33
28.10
End of shoulder to the other end passing back of the neck
Back length
39.66
40.58
43.40
32.22
Neck to waist on the back
Back width
32.24
32.12
38.26
25.83
Width between two armpits on the back
Chest
31.44
31.27
38.00
24.31
Width
between
two armpits on the front Over bust
80.31
81.85
98.70
70.3
Circumference around the area over bust passing armpits
Bust
86.23
89.96
96.85
67.56
Circumference around bust passing nipples
Waist
63.84
64.63
74.37
58.46
Circumference around the thinnest area of the waist
Hip length
19.64
19.64
24.57
13.71
Vertical
length
from waist to hip Hip
95.86
90.41
89.77
68.19
Circumference around the most projecting
area
of the hip Arm length
58.28
58.54
59.52
42.77
End of shoulder to the wrist ●
this
different
120 | Avatar
size
is
from
part
size (cm) Asian Female
description Caucasian Femal
Asian Male
Kid
e the size used for Avatar sizing in CLO 3D Wrist
14.57
14.56
16.72
11.69
Circumference around the wrist
Ankle
18.74
18.70
22.93
17.31
Circumference around the ankle passing
ankle
bone
4.2 Avatar Size Measure ( Version 4.00 and above) Avatar Size Measure feature is to take avatar's measurement. It gives you the freedom to accurately measure a various parts of avatar body's length, circumference and height.
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1 Circumference Measrue There are two different ways of measuring an avatar's circumferences: Basic Circumference Measure taken up by a measure tape regardless body contour and Surface Circumference Measure taken up in body contour.
1 The Basic Circumference Measure Objective To take avatar's circumference measurement such as burst, waist or hips in a similar way to use a measure tape in real life.
Location
●
Avatar Window Toolbar → Circumference Measure Tool
down Menu
→ Circumference Measrue Drop-
→ Basic Circumference Measure
Operation 1. Select the tool according to the Location above. 2. Click your mouse on a avatar body where you want to start to measure.
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3. Click your mouse on the other part where you want to connect to the first point.
4. Hover your mouse over a space between the points to set an angle of circumference, then the purple a rbitrary line appears. 5. Change the camera view to see other sides.
6. Move your mouse vertically against the arbitrary line to set an angle.
7. Click your mouse when you find the angle that you want.
2 Surface Circumference Measure Objective To take an avatar's surface circumference measurement such as burst, waist or hips contour.
Location
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●
Avatar Windot Toolbar → Circumference Measure Tool
Menu
→ Circumference Measure Dropdown
→ Surface Circumference Measure
Operation 1. Select the tool according to the Location above. 2. Click your mouse on an avatar body where you want to start to measure. 3. Click your mouse on the other part where you want to connect to the first point that you clicked. 4. Hover your mouse over a space between the points you clicked to set an angle of circumference, then t he orange arbitrary line appears. 5. Change the camera view to see other sides. 6. Move your mouse vertically against the arbitrary line to set an angle. 7. Click your mouse when you find the angel that you want.
2 Length Measure There are three different ways of measuring an avatar's length: Basic Length Measure taken up by a measure tape in a straight line regardless body contour, Surface Length Measure taken up in body contour and Basic Height Measure taken up by a measure tape from the ground in a straight line regardless body contour
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Avatar | 125
1 Basic Length Measure Objective To take an avatar's length measurement such as arm, lag or back in a similar way to use a measure tape in real life.
Location
●
Avatar Widnow Toolbar → Length Measure Tool
→ Length Measure Dropdown Menu
→
Basic Length Measure
Operation 1.Select the tool according to the Location above. 2.Click your mouse on a place where you want to start to measure an avatar's length. 3.(Optional) Click your mouse on a place where you want to go through. 4.Double-click your mouse on a place where you want to finish the length measurement.
2 Surface Lenght Objective To take an avatar's surface height measurement such as arm, lag or back contour.
Location
●
Avatar Widnow Toolbar → Length Measure Tool
→ Length Measure Dropdown Menu
Surface Length Measure
Operation 1.Select the tool according to the Location above. 2.Click your mouse on a place where you want to start to measure avatar's surface length. 3.(Optional) Click your mouse on a place where you want to go through. 4.Double-click your mouse on a place where you want to finish the surface lenght measurement.
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→
3 Height Objective To measure avatar's height from the ground.
Location
●
Avatar Widnow Toolbar → Length Measure Tool
→ Length Measure Dropdown Menu
→
Basic Height Measure
Operation 1.Select the tool according to the Location above. 2.Click your mouse on place where you want to measure the height. ( A yellow-green square indicating the ground and a green perpendicular line connected to the square shows up)
You can change the yellow-green square to a different location. To do this, you select the Edit Measure Tool
and click and drag the square. Here, the square moves only up or down.
3 Edit Measurement You can edit the measured size data in the Property Editor and Object Window.
1 Select Measurement Objective To select a measurement to edit it.
Location
●
Avatar Window Toolbar → Edit Measure
●
Object Window → Measure tab
Tool
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Operation 1.Select the tool according to the Location above. 2.Click on the measurement from the 3D Avatar Window or the Object Widnow
The list of measurements shows up in the Object Window. You can show/hide the data and see the name of the data.
2 Switch Surface-Basic Objective To change the measurement to 'Basic' or 'Surface' if necessary.
Location ●
Property Window → Basic tab → Measure → Measure Type → Basic/Surface
Operation 1.Select the Edit Measure
Tool from the Avatar Window Toolbar.
2.Choose a measurement that you want to edit. 3.Select the tool according to the Location above.
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4.Switch the measure type to 'Basic' or 'Surface'.
3 Fit Measurement Objective To apply the measure tape that you have created to a different avatar.
Location ●
Object Window → Measure → Fitting
Operation 1.Measure the avatar's sizes using Measure Tool. 2.Select the tool according to the Location above. 3.The measured value is fitted to the new avatar size.
4 Show/Hide Measurement Objective To show/hide a measurement on the 3D Avatar Window.
1 전체 측정 데이터 보기/감추기 Location
●
Avatar Window Toolbar → Show/Hide
Icon.
Operation 1.Click on the Show/Hide
Icon to show/hide measurement.
2 Show/Hide an individual measurement. Location ●
Property Window → Basic
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●
Object Window →
Operation 1.Select a measurement that you want to show/hide. 2.Select the tool according to the Location above. 3.Click on the
button from the Object Window or click on the 'On/Off' from the Property Editor.
5 Save/Open Measurement Objective To save/open the measurement.
Location ●
Object Window → Measure → Save/Open
Operation 1.Select the tool according to the Location above. 2.'Save file/Open file' pops up. 3.Type a name to save or choose to open a name of measurement. 4.Click on the 'Save/Open' button.
The measurement is saved in the .mea file format.
Measurement itself can be saved but also with the avatar in the .avt file format automatically.
6 Delete Measurement Objective To delete a measurement.
Location ●
Object Window → Measure → Delete
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Operation 1.Select a measurement that you want to delete. 2.Select the tool according to the Location above You can delete the measurement by clicking the 'Delete' button on your keyboard as well.
4.3 Avatar 1 Change avatar style
Objective You can select the avatar style such as hair style, shoes, accessories and etc.
Location ●
Start Pop-up → Avatar Style Window
●
Main Menu → Avatar → Avatar Style Window
Operation 1.Select the tool according to the Location above.
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2.Click on the avatar you want to load from the pop-up window. 3.You can see the avatar styles available in the avatar window. 4.Select the hair style you want. 5.Select the shoes, accessories additionally. * We'll keep updating those items. * 6.Hit the OK button. You also can open file by clicking on the icon in the Avatar Style instead of clicking OK button.
The Avatar Editor window includes Avatar Style Editor and Avatar Size Editor. The avatar's style and size are saved altogether in the .avt file format if you save a file using the Save button at the bottom of window highlighted in the yellowish green box. But you can save avatar's size file separately as .avs file format with the Size Save button from the Avatar Size File box right above.
2 Change avatar size You can select avatar's body shape among four body types, and morph each parts of the body. The four standard types are Slim Tall, Heavy Tall, Slim Short, Heavy Short.
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Four Basic Body Types
Objective ●
To change avatar size
●
To save morphed avatar
●
To open morphed avatar
Location ●
Main menu ->Window ->Avatar Size Editor
Operation To change avatar size, 1.Go to Main Menu > Window > Avatar Size Editor. If the Avatar Sizing data is not loaded, " No avatar size data" message pops up. Hit the OK button, then Avatar Size Editor appears. 2.Click "Open" button at the bottom of the Avatar Size Editor window. And select ".avs" in the folder where the current Avatar model was loaded.
Since version 3.58, the Avatar model, pose, animation, and avatar sizing data have been unified into a file called ".avt" format. Thus if you're using the version 3.58 or above, you don't have to load ".avs" file additionally.
3.Set general height and width in the Body Space section of the Avatar Size Editor first and move on to the Height and Width section to set the specific body parts. ( See Table1. for the description of each component)
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ditor
Table 4-1
Components of Avatar Size Editor
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Body Space
Body Type
Select among the four body types to set the general size. Height
Set the length from the tip of the head to the heel of the feet. You can set the values by moving the scroll bar or by entering the actual value.
Width
Set the circumference of the body using the width. You can set the values by moving the scroll bar or typing in.
Height
set the height of the major joints from the heel of the avatar.
Length
set the length of the major parts of the body.
Width
set the circumference of the major parts of the body. Set degree of fatness for the parts without circumference such as head, hand, and foot.
Unit
Set unit of the size
To save morphed avatar, 1.Click Save button in the Avatar Size Editor 2.Enter a file name and click OK button to save it as .AVS file.
3.
To open morphed avatar, 1.Click Window > Avatar Size Editor, then Avatar Size Editor appears. 2.Click Open. 3.Find the morphed avatar that you saved (*.avs) 4.Morphed avatar appears in Avatar window like screen capture image below.
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5.
4.4 Pose and Position You can create a new avatar's pose using the avatar's joints and save it in the .pos file format. You also can move the objects imported as Collada or obj file using root joint in the X-Ray mode.
Objective ●
To change avatar pose
●
To move avatar or object
●
To save pose and position
Location ●
Main Menu > Avatar > Show X-Ray Joints
●
Avatar Window Toolbar > Show X-Ray Joints
Operation To change avatar pose, 1.Click Avatar > Show X-Ray Joints from the main menu 2.Click the right mouse button and select Gizmo > Local Coordinate Gizmo in the avatar window. The Gizmo appears on a selected joint. 3.Click a joint and move or rotate Gizmo to change a pose.
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To move an avatar or object, 1.To set the position of an avatar or object, click and drag the root joint located at the center of the avatar or object.
To save pose and postion,
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Click File > Save As > Pose.
You can save the new pose and position of avatar or object as POS file. Refer to Open and Save Pose Filesfor details.
4.5 Skin Offset Skin Offset controls the invisible space between the avatar and the garment. Without this space, avatar body could partially penetrate the garment . Such a problem can be solved by assigning higher offset values or by shortening particle distance.
When working with tight garment such as gloves or stockings, lower the skin offset value. Then you can get natural creases in gloves by reducing invisible thickness between hand and glove.( The lower the skin offset, the reducer the invisible thickness between garment and avatar body) You also can lower the" Clothes Simulation Thickness" for the tight garment to make it closer to the avatar body because clothing has its own invisible thickness as well.
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Objective ●
To edit Avatar Skin Offset
Location ●
Main Menu > Avatar > Avatar Property, Property Editor > Avatar > Skin Offset
●
Avatar Pop-up > Avatar Property, Property Editor > Avatar > Skin Offset
Operation To edit Avatar Skin Offset, 1.Click right mouse button and select Avatar Properties on the avatar from the Avatar Pop-up menu or main menu. 2.Select skin offset value in the Property Editor > Avatar > Skin Offset [0~100]. 3.Click
(Simulate) button to simulate with the set skin offset value
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4.6 Friction (Since 3.37 version) The friction feature is useful to prevent garments from falling off when draping or animation. To prevent the garment with falling off, increase the friction value of the avatar.
The friction between the avatar and garment is taken effect on by the cloth friction coefficient as well as the avatar friction coefficient. Please check the value of the cloth friction if the garment still slides despite increasing the avatar friction coefficient.
Objective ●
Static Friction: refer to http://en.wikipedia.org/wiki/Friction#Static_friction
●
Kinetic Friction: refer to http://en.wikipedia.org/wiki/Friction#Kinetic_friction
Location Main Menu -> Avatar -> Avatar Property or Avatar Pop-up -> Avatar Property
●
○
Static Friction: Property Editor -> Avatar -> Static Friction
○
Kinetic Friction: Property Editor -> Avatar -> Kinetic Friction
Example You can prevent garment falling off by editing the friction value. Figure 4-1
Adjusted the friction of avatar and garment. (Left- higher friction, Right- lower friction)
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Figure 4-2
Adjusted the friction of outer garment and lower garment (Left-higher friction, Right-lower f
riction)
4.7 Arrangement Point and Bounding Volume Arrangement Points and Arrangement Bounding Volume are used for easy and proper placement of patterns around the avatar. All pieces of pattern should be arranged in proper position around the avatar for the stable simulation.
1 Arrangement Point You can add, delete, open, and save an arrangement point depending on your purpose. You can save and load the edited arrangement point as "*.arr" file.
Objective ●
To add, delete, open and save Arrangement Point
Location ●
Object Browser > Arrangement Point > Add, Delete, Open, Save
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Operation To add Arrangement Point, 1.Click [object Text]Arrangement Point[object Text] tab on the Object Browser and add a new Arrangement Point by selecting add button. 2.A new Arrangement Point called "Arrangement Point" is added on the bottom of the Arrangement Point list.
3.Click new Arrangement Point and change the name of the Arrangement Point in the Property Editor > Basic Info > Name.
4.Then select Arrangement BV(Bounding Volume) under Arrangement to position the newly created arrangement point.
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5.Click
(Show Arrangement Points) button to view Arrangement Points and set
position of the Arrangement Point by changing X, Y, Offset value.
X Value Move the Arrangement Point from left to right
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Y Value Move the Arrangement Point from up to bottom Offset Value Set the distance between the avatar and the Arrangement Point
To delete Arrangement Point, Click Arrangement Point tab on the Object Browser and select an Arrangement Point that you wish to delete. Then delete an arrangement point by clicking delete button.
To load Arrangement Point, Click open in the Arrangement Point tab to load a new Arrangement Point list file (*.arr)
To save Arrangement Point, Click save in the Arrangement Point tab to save the current Arrangement Point list file (*.arr)
2 Arrangement Bounding Volume(BV) Arrangement Bounding Volume surrounds each part of the avatar in the form of cylinder. Arrangement Points are placed on to the Arrangement Bounding Volume. Because each end of the Arrangement Bounding Volume is attached to each joint of the avatar, Arrangement Points can be easily moved to a new position after avatar sizing. Arrangement Bounding Volume can be added, deleted, or edited like Arrangement Point.
Objective ●
To show, add, delete, fit, open and save Arrangement BV
Location ●
Object Browser > Arrangement BV > Add, Delete, Fitting, Open, Save
Operation To view Arrangement BV, 1.Click a small triangle next to tool bar and select Show Arrangement Bounding Volume.
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(Show Avatar) button on the Avatar Window
To add Arrangement BV, 1.Go to Object Browser and choose Arrangement BV tab. 2.Click add button in the Arrangement BV tab. 3.An Arrangement Bounding Volume named "Pan" is added to the bottom of the list in the Arrangement BV tab. Also, a new bonding volume appears in the Avatar Window between the avatar's legs.
4.Select Pan and change the name in Property Editor > Basic Info> Name 5.To connect the new Arrangement Bounding Volume to joints, go to Property Editor > Arrangement BV. 6.Select two different joints for Joint Name0 and Joint Name1. Then edit Height, Radius X, and Radius Y to set the size of the Arrangement Bounding Volume. (see in details on Note below) 7.After adjusting the size of the Arrangement Bounding Volume, use the "Gizmo" in the avatar window to change the position or to rotate.
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Since both ends of the Arrangement Bounding Volume is attached to the joints, Arrangement Bounding Volume follows avatar movement so it is convenient to rearrange the patterns on to the avatar even after the avatar's pose is edited. .
Joint Name 0 Attaches the bottom of the Arrangement Bounding Volume to the avatar's joint Joint Name 1 Attaches the top of the Arrangement Bounding Volume to the avatar's joint. Height Adjusts the height of the Arrangement Bounding Volume Radius X
Adjusts the diameter of the X-axis.
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Radius Y
Adjusts the diameter of the Y-axis.
To delete Arrangement BV, 1.Go to Object Browser and select an Arrangement Bounding Volume in the Arrangement BV tab. Then click delete button.
To fit Arrangement Bounding Volume Fitting option is used to fit the Arrangement Bounding Volume to a different avatar or changed pose. 1.Change avatar pose or import different avatar, then you can see the Arrangement BV stays same. 2.Go to Object Browser and click fitting button in the Arrangement BV tab to fit BV to the avatar.
To load Arrangement Bounding Volume that you saved 1.Click open button in the Arrangement BV tab to load a new Arrangement Bounding Volume file (*.pan).
To save current Arrangement Bounding Volume Click save button in the Arrangement BV tab to save the current Arrangement Bounding Volume file (*. pan)
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4.8 Display 1 Show / Hide Avatar It is possible to show or hide an avatar. It is convenient to hide an avatar when working on the inside of the garment.
Objective ●
To toggle between show and hide avatar
Location ●
Main Menu > Avatar > Show Avatar
●
Avatar Window Toolbar > Show Avatar
Operation 1.Click
(Show Avatar) button in the Avatar Window tool bar to show or hide the avatar.
Be aware that the avatar is not erased when it is hidden. Even though the avatar is invisible, there is still interaction between avatar and garments.
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2 Clear Avatar It is possible to delete avatar. It is convenient to delete the avatar when working with only pattern.
Objective ●
To remove avatar
Location ●
Main Menu > Avatar > Clear Avatar
●
Avatar Pop-up > Clear Avatar
Operation 1.Choose Main Menu > Avatar > Clear Avatar in the main menu or avatar pop-up menu.
Clear Avatar removes avatar from the current window so the avatar can not be restored once it is cleared out from the current scene
3 Set Avatar Rendering Style Three different avatar rendering style, Textured Style, Monochrome Surface and Mesh, are available in CLO 3D. Textured Style displays shaded avatar with texture. Monochrome Surface displays only shaded avatar without texture. Mesh displays avatar only with wireframe.
Objective ●
To display different avatar mesh.
Location ●
Main Menu > Avatar > Rendering Style > Textured Style, Monochrome Surface, Mesh
●
Avatar Window Toolbar > Rendering Style > Textured Style, Monochrome Surface, Mesh
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Rendering Style
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Pattern
5. Pattern
5.1 Design 1 Create Pattern Pattern means every single flat pieces consisting of a garment. In this section you will learn how to create polygonal, rectangular and circular patterns.
1 Polygonal line/Shape Objective To create a polygonal line/Shape
Location ●
Main Menu -> Pattern -> Pattern -> Create Polygon
●
Pattern Window Toolbar ->
icon
Pattern | 151
Operation 1.Select the Create Polygon according to the Location above 2.Click the left mouse button in the 2D Pattern Window to draw a polygon. 3.To make a curved segment, hold down CTRL key when clicking your mouse button. 4.To complete the shape, click on the starting point.
2 Rectangular shape Objective To create a rectangular shape.
Location ●
Main Menu -> Pattern -> Pattern -> Create Rectangle
●
Pattern Window Toolbar ->
icon
Operation 1.Select the Create Rectangle according to the Location above 2.Press and hold down the left mouse button and then drag the mouse to draw a rectangle. 3.Release the mouse button to complete the rectangle.
To create a rectangle with specific width and height values, click and release the left mouse button without dragging. Then a dialog window will pop up. Enter the values and click the OK button in the dialog window.
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3 Circular shape Objective To create a circular pattern piece.
Location ●
Main Menu -> Pattern ->Pattern->Create Circle
●
Pattern Widow Toolbar ->
icon
Operation 1.Select the Create Circle.according to the Location above. 2.Press and hold down the left mouse button and then drag the mouse to draw a circle. 3.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, then enter the values in the pop-up window and hit the OK button.
2 Create Internal Line/Shape Create internal shape tools are used to sew pattern pieces such as pockets, button and elastic bands, construct ironed lines, and fold pleats. You can draw internal lines inside of pattern.
Major Problem in internal lines is solved in version 3.37 and above. 1) Internal lines/shapes can intersect with each other. 2) Internal line and outline of pattern can intersect with each other.
Pattern | 153
But darts still can’t be crossed over each other. Dart and outline of pattern also still can’t be crossed
1 Internal Polygonal Line/Shape Objective To create an internal polygonal shape and line.
Location ●
Main Menu -> Pattern ->Pattern->Create Internal Polygon/Line
●
Pattern Window Toolbar ->
icon
Operation 1.Select the Create Internal Polygon/Line.according to the Location above 2.Click the left mouse button inside of a pattern to draw an internal polygonal line/shape. 3.To make a curved segment, hold down the CTRL key while clicking on the point. 4.To complete the internal polygon, click on the starting point. 5.To complete the internal line, double click on the ending point of the pattern.
2 Internal Rectangular Shape Objective To create internal rectangular shape.
Location
154 | Pattern
●
Main Menu -> Pattern ->Pattern->Create Internal Rectangle
●
Pattern Window Toolbar ->
icon.
Operation 1.Select the Create Internal Rectangle. 2.Press and hold down the left mouse button and then drag the mouse to draw an internal rectangle. 3.To complete the internal rectangle, release the left mouse button.
To create a rectangle with a specific width and height, click the left mouse button and enter the values in the pop-up window
.
3 Internal Circular Shape Objective To create internal Circular Shape.
Location ●
Main Menu -> Pattern ->Pattern->Create Internal Circle
●
Pattern Window Toolbar ->
icon
Operation
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1.Select the Create Internal Circle. 2.Press and hold down the left mouse button and then drag the mouse to draw an internal Circle. 3.To complete the internal rectangle, release the left mouse button.
To create a rectangle with a specific width and height, click the left mouse button and enter the values in the pop-up window.
4 Dart Objective To create a dart inside of the pattern.
Location ●
Main Menu -> Pattern ->Pattern->Create Dart
●
Pattern Window ->
icon
Operation 1.Select the Create Dart according to the Location above. 2.Press and hold down the left mouse button and then drag the mouse in any diagonal direction to draw a dart. 3.To complete the internal dart, release the left mouse button.
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4.
To create a dart with a specific width(Left and Right) and height (Up and Down), click the left mouse button and enter the values in the pop-up window.
3 Trace Pattern Trace mode is used to trace and extract pattern pieces or internal shapes from the imported pattern generated in other 2D pattern CAD by selecting lines or curves. With this tool, you can easily get pocket pattern or internal stitch lines.
1 Trace as an internal Line/Shape Objective To trace and extract an internal line/shape
Location
Pattern | 157
●
Pattern Window Toolbar →
Tool
●
Main Menu → Pattern → Pattern → Trace
Operation 1.Select the tool according to the Location above. 2.Mouse cursor
changes to the Trace Icon ,then click on a basic line to select.
3.Hold down Shift key to continue to select. 4.Press the 'Enter' key in your keyboard to finish tracing the line. (You can trace the lines by selecting the 'Create Inner Shape' command from the trace line pop-up menu instead of pressing 'Enter' key in your keyboard.)
Diverse ways to select a line or shape to trace it. 1. To select a shape double click its line. 2. If you select more than three crossed lines each other, a shape created by crossed points can be traced. 3. If you drag area, lines within the area are selected.
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When importing DXF pattern, sometimes there is a tiny gap between lines. If the gap is bigger than 0.5mm, it is traced as broken lines so it can not be a shape. If the gap is smaller than 0.5mm. it is traced as a continuous line automatically so it can be a shape.
2 Trace as a pattern Location Main Menu → Pattern → Pattern → Trace
Operation 1.Select the tool according to the Location above. 2.Mouse cursor
changes to the Trace Icon ,then click on a basic line to select.
3.Hold down Shift key to continue to select. 4.Click your right mouse button then pop-up menu appears 5.Select the 'Create Trace Pattern' tab from the pop-up menu. 6.Pattern is copied from the basic line that you selected.
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4 Edit Pattern This section will cover the pattern elements to edit its size, shape and positions as well as useful options including guide lines, unfolding lines and converting elements type.
1 Move Pattern Objective To select and move a pattern and its points/lines.
Location ●
Main Menu ->Pattern ->Pattern->Edit Pattern
●
Pattern Window Toolbar ->
icon
Operation To move a pattern 1.Choose Edit Pattern 2.Hover your mouse over a pattern. Then mouse pointer will be changed to the double crossed arrow and the outline of pattern turns blue. 3.Click your mouse on a pattern or double-click on a line or point. Then the pattern will be selected. Its outline turns yellow. 4.Hold down your left mouse button and move a pattern.
Outline color of selected pattern is different from unselected one. The outline color of unselected pattern is black. If you place your mouse over a pattern, the color changes to blue. If you click on the pattern, the color turns yellow.
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To move point or line of pattern 1.Choose Edit Pattern. 2.Click on a point or line then mouse curser will be changed to 3.Move to the point or line.
When you move the point or line, you can see a number in purple which is the distance between the original position and new position.
To select multiple points, lines or patterns 1.Choose Edit Pattern 2.Click the left mouse button on the empty space in 2D pattern window and hold down the mouse button. 3.Drag the mouse the area containing points, lines or patterns you wish to select or click on the point by point, line by line or pattern by pattern you wish to select holding down Shift key in your keyboard. .
Pattern | 161
2 Transform pattern Objective To move, rotate or scale patterns.
Location ●
Main Menu -> Pattern ->Pattern->Transform
●
Pattern Window Toolbar ->
icon
Operation To select pattern 1.Choose Transform Pattern 2.Place your mouse over a pattern. Then the mouse pointer will change to a double crossed arrow with a blue outline. 3.Click your mouse on a pattern to select the pattern or double-click on a line or point. Then outline of the pattern will turn yellow which means pattern is now transformable.
selection information with transform pattern tool Outline color of selected pattern is different from unselected one. The outline color of unselected pattern is black. If you place your mouse over a pattern, the color changes to blue. If you click on the pattern, the color turns yellow and dotted square is created outside of pattern. When you have this dotted square, pattern is transformable.
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To rescale pattern 1.Select a pattern 2.Click and hold your left mouse button on a small circle located on the four corners of dotted square and drag your mouse. The pattern will be rescaled proportionally.
To rotate pattern 1.Select a pattern 2.Click and hold your left mouse button on a small circle located at the end of line on top of dotted square. When the mouse curse change to 모양 넣기, rotate the pattern to any direction you wish to rotate.
To select multiple patterns 1.Choose Transform Pattern 2.Click the left mouse button on the empty space in 2D pattern window and hold down the mouse button. 3.Drag the mouse over the area containing patterns you wish to select or click on the pattern by pattern by holding down Shift key in your keyboard.
Multiple selection in Edit Pattern and Multiple selection in Transform Pattern Edit Pattern- Selection unit starts from point, line to pattern Transform Pattern – Selection unit is pattern.
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3 Create Curved Line 1 Edit Curvature There are two different types of curved line, 3-Points Curve(Curvature) and Freeform Curve. You can create Curvature using Edit Curvature tool. Curvature consists of two end points and a anchor point (orange dot). You can add curvature on a straight line and adjust the curvature. You can create Freeform Curves using Edit Curve Point Tool. Free Curves allows you to add curve points on a segment so you can have different curvature as many as you want on the same segment. With Edit Curve Point tool, you can manipulate curvature and switch the control point created by 3-Point Curves to a curve point but curve point does not split any lines.
Objective ●
To add curvature to a straight line.
●
To edit the curvature.
Location ●
Main Menu -> Pattern ->Pattern->Edit Curvature
164 | Pattern
●
Pattern Window Toolbar ->
icon.
Operation To add curvature to a straight line, 1.Choose Edit Curvature tool, 2.Click and drag a straight line.
To Move the curvature , 1.Choose Edit Curvature tool. 2.Click and drag the curved line.
You also can move the curved line by clicking and drag the anchor point.
2 Edit Curve Point
Objective
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●
to add multiple different curvatures on a same segment.
●
to remove curvature.
●
to remove curve point.
Location ●
Main Menu -> Pattern ->Pattern-> Edit Curve Point
●
Pattern Window Toolbar ->
icon
Operation To add multiple curvatures on a segment 1.Choose Edit Curve Point 2.Click and add a curve point on a segment and drag the curve point. You can add multiple curve points and different curves on the same segment.
To add curve point on the curved line held by anchor point. 1.Choose Edit Curve Point 2.Click on the curved line then the anchor point disappears and new point on the line is added.
To remove curvature 1.Choose Edit Curve Point
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2.Click the anchor point and hit the Delete on the keyboard or click on the right mouse button on the anchor point to see the Delete Point menu 3.Click on the Delete Point menu
4. Do the same on the curve point to remove it.
4 Add Point/Split a Line. This tool is used when adding a point on the outline of pattern piece and breaking the original line segment into two line segments. Also you can add point to mark on a pattern as notch. A notch is a mark used to accurately align one pattern piece to another pattern piece by displaying how patterns are sewn together.
Objective To add point / split a segment.
Location
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●
Main Menu -> Pattern ->Pattern-> Add Point/Split Line
●
Pattern Window Toolbar ->
icon
Operation To add point or split a segment 1.Choose Add Point/Split Line tool, 2.Click on the line segment where you want to add point.
To add point at a specific distance. 1.Choose Add Point/Split Line tool. 2.Click the right mouse button on a line, then Split Line pops up. 3.Split into Two Lines is checked by default. 4.Enter a number or a ratio to specify the length of a line you want to create.
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To add a point or multiple points evenly spaced by specifying length of segment. 1.Choose Add Point/Split Line tool. 2.Click the right mouse button on a line, and Split Line Window pops up. 3.Check in the Split with length. 4.Enter a number or click the arrow to specify length of evenly spaced segments along the line. 5.You can reverse the direction of adding point by checking the Direction Box.
To add a point or multiple points evenly spaced by specifying number of segments. 1.Choose Add Point/Split Line tool. 2.Click the right mouse button on a line, and Split Line Window pops up. 3.Check in the Uniform Split. 4.Enter a number or click the arrow to specify number of evenly spaced segments along the line.
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5 Undo/Redo You can undo/redo changes that you have made in the 3D avatar window and 2D pattern window. It has unlimited undo back to the last time you started software.
Location ●
Undo : Main Menu → Edit → Undo (Shortcut: Ctrl+Z in your keyboard)
●
Redo : Main Menu → Edit → Redo (Shortcut: Ctrl+Y in your keyboard)
(version 4.00 and above) In 3D avatar window, you can undo an operation prior to the last simulation stopped.
6 Snapping
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Objective Snapping is a useful tool that allows you to align the vertices of internal lines along the given lines of a pattern when drawing an internal shape.
Location ●
Pattern Window Pop-up → Activate Snapping
Operation 1.Select Activate Snapping from the Pattern Window Pop-up. 2.Turn on Snapping. 3.Draw an internal line. 4.Vertices of internal shape snaps to the line of pattern that is within a specific distance, the snap tolerance.
* While drawing a pattern, short cut "/" is available to turn on and off Snapping. * Snapping is on as a default. If you want to turn off Snapping, deactivate Snapping from the Pattern Window Pop-up by clicking your right mouse button.
7 Tip: Use Smart Guide Tool Smart Guides are temporary guides that appear when you create ,or manipulate point or lines. This tool helps you move, align or draw points or lines of pattern relative to the other points or lines.
Guide key +Shift
+Shift
+Shift
Objective
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●
to create line along the guides relative to the previous points.
●
to move point or line to horizontal, vertical, and diagonal angles.
●
to move point or line along the slops of lines.
●
to move point or line at a specified location.
●
to move point or line with arrow key on the keyboard.
Operation To create line along the guides. 1.Hold down the
(Shift) key while clicking a point to draw an external or internal line of pattern pie-
ce. 2.Axis-aligned guide lines appear and let you move your mouse along the guide
To move point to preset angles. 1.Hold down the
(Shift) key while dragging a point or a line.
2.Axis-aligned guide lines appear and let you move point or line along the guide.
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To move point or line along the slops of lines 1. Hold down the
(Ctrl) key while dragging a point. Guide lines appear and let you along the both
slopes of lines connected to the point.
to move point or line at a specified location 1.Click the left mouse button and drag point. Click the right mouse button by holding down left mouse button. 2.You can see number in purple how far the point is displaced from the original position. 3.Small Translation window pops up. 4.Enter distance.
to move point or line with arrow key 1.Click on the point. 2.Press Up, Down, Right or Left arrow on the keyboard to move point. 3.If you want to change stepping distance, click the right mouse button in the empty space of 2D pattern window. Pop up menu appears. 4.Choose Pattern Window Property. 5.Go to Property Editor next to the 2D window. 6.Set the Stepping Distance as you wish. The unit is in millimeters.
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From the version 3.57 and above, when you need to put the value in the pop up window, you can simply click the "F1" button instead of using right click mouse button.
8 Tips: Use Arrow Key You can move point or lines using arrow key on your keyboard.
Move object with arrow keys 1.Select point, line or pattern. 2.Press the arrow key on your keyboard to go right, left, top or down.
Adjust Stepping Distance 1.Click on the right mouse button in the empty space, then menu pops up. 2.Select the Pattern Window Properties 3.Go to Property Editor -> Fabric tab 4.Find the Stepping Distance and enter value.
5 Copy Pattern This section covers how to copy and paste pattern. It also includes the way of converting pattern to internal shape or vice versa, as well as converting internal shape to hole.
1 Copy Pattern Objective to copy and paste a pattern.
Location
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●
Main Menu -> Edit-> Copy ( -> Paste)
●
Pattern Pop-up -> Copy (-> Paste)
Operation 1.Select the pattern that you would like to copy. 2.Press Ctrl+C to copy and Ctrl+V to paste. You can also select the Copy and Paste tabs in the right-click activated popup menu or main menu. 3.A temporary ghost pattern appears. 4.Click on the empty space to paste the copied pattern.
When copying a pattern in 2D window, the copied one shows in the 3D Window as well. From the version 4.00, a pattern in the 3D window is copied in the last synchronized state instead of the initial flat state.
2 Copy as internal Shape Objective to copy as an internal shape.
Location
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●
Main Menu -> Pattern-> Pattern -> Copy as Internal Shape
●
Pattern Pop-up -> Copy as Internal Shape
Operation 1.Select a pattern that you would like to copy as interanl shape. 2.Click the right mouse button on the highlighted pattern in yellow, then pop up menu appears. 3.Choose Copy as Internal Shape to copy and press Ctrl+V to paste. A temporary ghost pattern appears. 4.Click a position where you wish to paste the copied pattern as an internal shape. Note: Outline color of internal shape is red.
3 Copy as pattern. Objective to copy as a pattern
Location ●
Main Menu -> Pattern-> Pattern -> Copy As Pattern
●
Pattern Pop-up -> Copy As Pattern
Operation 1.Select the internal shape that you would like to copy and paste it as a pattern. 2.Click the right mouse button on the highlighted internal shape, and pop up menu appears. 3.Choose Copy As Pattern tab in the popup menu or main menu to copy and Ctrl+V to paste. 4.Click on ampty space in 2D pattern window to paste the internal shape as a pattern.
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4 Clone Layer of Pattern(V. 4.14 and above) Cloning layer of pattern tool copies and pastes selected pattern, and ,most importantly, sew all segments of selected and copied pattern automatically. This feature is very useful when you make double sided clothing like padding. In the previous version, you had to sew all segments and simulate the copied pattern but the Layer Pattern Cloning tool makes all these process automatic.
Objective To clone a pattern in its all segments automatically sewn with segments of cloned one.
Location ●
Pattern Pop-up → Layer Pattern Cloning.
Operation 1.Select pattern to clone. 2.Click your right mouse button on the pattern then menu pops up. 3.Select the tool according to the Location above.
5 Convert to Hole/Shape You can convert internal shape to a hole or vice versa
1 Convert to Hole
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Objective to convert an internal shape to a hole.
Location ●
Main Menu -> Pattern-> Pattern -> Convert to Hole
●
Pattern Pop-up -> Convert to Hole
Operation 1.Select the internal shape. 2.Click the right mouse button on the internal shape, then pop up menu appears. 3.Choose Convert to hole tab in the popup menu or main manu.
2 Convert to Internal Shape Objective to convert a hole to an internal shape.
Location Main Menu -> Pattern-> Pattern -> Convert to Internal Shape. Pattern Pop-up -> Convert to Internal Shape.
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Operation 1.Select a hole. 2.Click the right mouse button on the internal shape, then pop up menu appears. 3.Choose Convert to Internal Shape. tab in the popup menu.
6 Mirror copy With this mirror copy tool, you can copy and paste an object as its symmetrical shape of pattern It is useful when you copy sleeves or the other side of symmetrical shape.
Objective to copy and mirror paste.
Location ●
Main Menu -> Edit -> Mirror Paste
●
Pattern Pop-up -> Mirror Paste.
Operation 1.Select the pattern that you would like to mirror paste. 2.Press Ctrl+C to copy and Ctrl+R to mirror paste. Or choose Mirror Paste in the right-click activated popup menu or main menu. 3.Click on the empty space of 2D pattern window to mirror paste.
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6 Rotate pattern In this section, you can learn how to rotate pattern clockwise or counter-clockwise, and flip it, as well as how to zoom-in the selected pattern.
Objective to rotate pattern 90 degrees counter clockwise.
Location ●
Main Menu -> Pattern -> Pattern -> Rotate Counter-clockwise or Rotate Clockwise
●
Pattern Pop-up -> Rotate Counter-clockwise or Rotate Clockwise
Operation 1.Select the pattern that you would like to rotate. 2.Choose Rotate Counter-clockwise or Rotate Clockwise tab in the right-click activated popup menu or main menu to rotate the pattern 90 degrees in either direction.
Flip Horizontally /Flip Vertically
Objective to flip pattern horizontally or vertically.
Location ●
Main Menu -> Pattern -> Pattern -> Flip Horizontally or Flip Vertically
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●
Pattern Pop-up -> Flip Horizontally or Flip Vertically
Operation 1.Select the pattern that you would like to flip. 2.Choose Flip Horizontally or Flip Vertically tab in the right-click activated popup menu or main menu to flip a pattern horizontally or vertically
7 Unfold pattern Most patterns of garment are usually symmetrical due to the nature of human body. Unfold tool help you create symmetrical shape quickly and easily. You just need to draw half of pattern and mirror copy the other side without seam line at the center with this tool. You should remember Unfolding is different with the mirror copy.
Objective To unfold a pattern on a center axis
Location ●
Main Menu -> Pattern -> Pattern -> Unfold
●
Line Pop-up menu -> Unfold
Operation 1.Select a line, which will be a center axis of the pattern. 2.Go to Pattern -> Pattern -> Unfold Or Click the right mouse button on the highlighted line in yellow, and pop up menu appears.
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3.Choose Unfold tab.
5.2 Display 1 Grid You can draw or edit pattern using grid. If you turn on the Activate grid, you can snap points to a grid.
Objective ●
To show grid and activate snap to grid.
Location ●
Main Menu -> Pattern -> Grid -> Show Grid/Activate Grid
●
Pattern Window Pop-up -> Show Grid / Activate Grid.
Operation 1.Check Show Grid in the right-click activated popup menu or main menu to display grid. 2.Check Activate Grid in the right-click activated popup menu or main menu to snap to grid when you draw pattern.
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You can set the grid unit distance at the property Editor. To do it, choose Pattern Editor Property in the right-click activated popup menu or main menu and go to Property Editor. Find Unit Distance(mm) under Grid. and type a new value.
The Unit grid distance is a distance between two adjacent grid lines. The default Unit Distance is 10mm but displayed grid distance is five times bigger than the Unit distance.
2 Show Pattern Name You use Show Pattern Name tool to see each pattern name in 2D/3D pattern window. Pattern names assigned in both CLO 3D and 3rd party 2D pattern CAD can be displayed. Also you can change pattern names.
Objective ●
to show pattern name in 2D pattern window.
●
to change pattern name
Location ●
Pattern ->Pattern -> Show Pattern Name.(in 2D pattern window)
●
Pattern Pop-up -> Show Pattern Name.(in 2D pattern window)
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Operation To show pattern name in 2D pattern window, 1.Right click on the background in 2D pattern window. 2.Check Show Pattern Name in the popup menu or main menu.
To change pattern name, 1.Select a pattern or an internal shape. 2.Go to Property Editor. 3.Find Name tab under Basic Info 4.Type new name in the name box.
3 Show Base Lines 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
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Objective to show Base Lines
Location ●
Main Menu -> Pattern ->Pattern -> Show Base Line.
●
Pattern Window Pop-up -> Show Base Line
Operation 1.Right click on the background in 2D pattern window. 2.Check Show Base Line in the popup menu or main menu.
4 Show Line Length You use Show Line Length tool to see length of line. You also can see entire length of a closed shape or single length of selected lines in the Property Editor.
Objective ●
to show line length
●
to know the entire length of a closed shape or selected line
Location ●
Main Menu -> Pattern -> Grid -> Show Line Length
●
Pattern Pop-up -> Show Line Length
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Operation To show line length, 1.Right click on the background in 2D pattern window. 2.Check Show Line Length in the popup menu or main menu.
To know the perimeter of a closed shape or selected line 1.Select a pattern or an internal shape 2.Go to Property Window 3.Find the Perimeter under Selected line tab. The number shown in the Perimeter is entire length of a closed shape. If you select lines, the length of selected lines appears.
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5 Show Seam Line Length Objective to show seam line length
Location ●
Main Menu -> Pattern -> Grid -> Show Seam Line Length
●
Window Pop-up -> Show Seam Line Length
Operation 1.Right click on the background in 2D pattern window. 2.Check Show Seam Line Length in the popup menu or main menu. 3.Click on the Show Seam Line
icon in the main tool bar, then seam line and the length of the seam
line appears.
6 Show Mesh Patterns and garments are composed of triangle mesh in CLO3D/MD. The shape of mesh is various and defined by external and internal shape of pattern. You can see the meshes by using mesh tool.
Objective to show mesh structure in pattern.
Location
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●
Main Menu -> Pattern -> Show -> Show Mesh
●
Pattern Window Pop-up -> Show Mesh
Operation To show mesh, 1.Right click on the background in 2D pattern window. 2.Check Show Mesh in the popup menu or main menu.
7 Show Picking Point Picking point is a blue point that indicates corresponding location between 3D garments and 2D pattern.
Objective to show picking point
Location ●
Main Menu -> Pattern -> Show -> Show Picking Point
●
Pattern Pop-up -> Show Picking Point
Operation 1.Right click on the background in 2D pattern window.
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2.Check Show Picking Point in the popup menu or main menu. 3.Click left mouse button on garments, and blue point appears on 3D garment and in 2D pattern. The point shown in 2D pattern is an exact corresponding location where you click on 3D window.
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Seams
6. Seams
6.1 Sew There are two different kinds of sewing tool, segment sewing and free sewing. Segment Sewing tool is used to sew two segments together and Free Sewing tool is to sew seam lines designated area by clicking starting and ending points. Seam line created with both sewing tool has notch and dotted line. Notch is a directional mark that shows where you start the seam line and dotted line is a connection of the seam line pairs appeared parallel or crossed.
When creating a seam line, the length is displayed next to a mouse pointer (Version 3.72 and above)
The first number is the length of seam line selected at first and the second numbers is the length of seam line selected at second.
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1 Segment Sewing Objective ●
To sew segment to segment.
Location ●
Main Menu -> Pattern -> Seam Lines -> Segment Sewing
●
Pattern Window Toolbar → Segment Sewing
Operation 1.Select the tool according to the Location above. 2.Click on the first line segment. 3.Move the cursor over the second segment then dotted lines connected to the end points of each segment, as well as directional notches, appears.
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).
Note: The dot lines and notches indicate the sewing direction.
Lower than version 3.64: Notch on the first segment was set automatically and you need to make the notch on the second segment parallel with the first one. Version 3.64 and above: You can set notch of first and second segment.
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2 Free Sewing Objective ●
To sew the designated area.
Location ●
Main Menu -> Pattern -> Seam Lines -> Free Sewing
●
Pattern Window Toolbar → Free Sewing
Operation 1.Select the tool according to the Location above. 2.Click on a point along the line of pattern to indicate an first point. 3.Click on a point along the line to indicate an end point. 4.Repeat on the corresponding line to pair the seam line. Check the dotted lines and notches correct.
You can type exact length on the dialog box when free sewing a pattern (version 3.72 and above)
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Operation 1. Select Free Sewing tool. 2. Click on a point where to start sewing on the segment. 3. Drag your mouse toward the directiton to sew. 4. Click on the right mouse button while dragging. 5. Enter whatever number you wish for the length of seam line in the Create Seam Line pop-up window. *You can enter measurement when sewing 1:N Segment as well. * You can change the length of seam line by typing in a window when moving seam line and end point
3 1:N Segment Sewing (CLO 3D Only, Version 3.64 and above) Objective You can sew a segment onto multiple segments easy and fast. When sewing a segment onto N segments, which are in different lengths, a segment is split into a number of N segments automatically corresponding to the ratio of N segments' length.
Location ●
Main Main -> Pattern -> Seam Lines -> Segment Sewing
●
Pattern Window Toolbar -> Segment Sewing
Operation 1.Select Segment Sewing tool. 2.Click on a segment. 3.Hold down Shift key 4.Hover your mouse on the other segment, which will be paired. 5.Move your mouse along the segment to change notch direction. 6.Click on the segment. 7.Repeat 4,5 and 6 while holding down Shift key
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8.Release Shift key if all segments are paired with the firt segment.
Setting notch direction could be limited when N segments are connected.
4 1:N Free Sewing(CLO 3D Only, Version 3.64 and above)
Objective 1:N Free Sewing tool is used to sew a specific area of a segment not like Segment Sewing tool.
Location
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●
Main Menu -> Seam Lines -> Free Sewing
●
Pattern Window Toolbar -> Free Sewing
Operation 1.Choose Free Sewing Tool according to the Location above. 2.Click starting point and ending point on a segment to set the sewing range of a segment. 3.Hold down Shift key 4.Click starting point and ending point on the other segment, which will be paired with the first selected segment. 5.Repeat 4 while. 6.Release Shift key after all necessary segments are paired with.
If you select inappropriate segment, the line turns in red and couldn't be sewn
If you select inappropriate segment, the line turns in red and couldn't be sewn
6.2 Edit Seams 1 Select Seam line 1 Select a seam line by clicking
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Operation 1.
Select (Edit Seam Lines) tool
2.Click on the seam line that you want to select 3.Seam line is selected
Select multiple seam lines
You can select multiple seam lines with holding down Shift key. It is available from the version 3.57 and above.
2 Select seam lines by dragging a mouse (version 3.64 and above)
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Operation 1.Select the tool according to the Location above. 2.Click and drag your mouse to select seam lines. 3.Seam lines within dragged area are selected.
3 Select a seam line out of other overlapped seam lines (version 3.64 and above)
Objective It is useful tool to select a specific seam line out of the other many overlapped seam lines .
Operation 1.
Select (Edit Seam Lines) tool.
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2.Click on the seam lines overlapped each other. 3.Select a seam line that you want from the pop up menu.
2 Edit Seam Objective ●
To edit seam line
●
To reverse seam line
●
To delete seam line
Location ●
Main Menu -> Seam Lines -> Edit Seam
●
Pattern Window Toolbar -> Edit Seam
Operation To edit seam line 1.Select Edit Seam in the main tool bar or main menu. 2.Click and drag the middle of a seam to move it along the line. 3.You can also extend or shorten the segments by clicking and dragging the end points
When editing a seam line, you can change its length by entering a number in the Create Seam Line Window. (version3.72 and above)
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Operation 1. Select ending point of seam line that you wish to move. 2. Click on the right mouse button while dragging your mouse. 3. Enter whatever number you wish for the length of seam line in the Create Seam Line pop-up window.
To reverse seam line 1.Select Edit Seam tool and click on the seam line that you wish to reverse. 2.Click on the Delete Seam line tab in the right-click activatged popup menu or main menu (Pattern-> Seam Lines -> Reverse Seam Line)
To delete seam line
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1.Select Edit Seam tool and click on the seam line that you wish to reverse. 2.Click on the Delete Seam line tab in the right-click activatged popup menu or main menu (Pattern-> Seam Lines -># Reverse Seam Line)
6.3 Make Folded Lines Patterns can be folded along internal lines or seam lines. With this tool, you can make creases to express iron lines, tucks, and pleats.
Objective ●
to fold pattern along a seam line
Location ●
Property Eidtor -> Seam Lines -> Fold Angle
Operation To fold pattern along the seam line 1.Select Edit Seam Lines tool at the main tool bar or main menu and click on the internal line that you wish to fold. 2.Go to Property Editor-> Seam Lines -> Fold Angle. 3.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. 4.To strengthen the fold, go to Property Editor-> Seam Lines -> Fold Strength Increase the Fold Strength value.
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Note. The Higher the fold strength value, the stronger the fold.
To fold pattern along the seam line 1.Select Edit Pattern tool at the main tool bar or main menu and click on the internal line that you wish to fold. 2.Go to Property Editor-> Shape -> Fold Angle. 3.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.
To strengthen the fold, go to Property Editor-> Shape -> Fold Strength and increase the Fold Strength value. To sharpen the fold, go to Property Editor-> Shape -> Fold Rendering and turn ON the Fold Strength value.
6.4 Hide/show Seam Lines (Above version 3.37) Show/Hide Seam Line is a tool to display necessary seam lines and hide other seam lines You can find seam lines sewn incorrectly or missing stitches using this tool. For example, if you finish stitches on sleev-
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es incorrectly, you hide all other seam lines except seam lines connected to sleeves and correct it. It reduces visual problem with so many seam lines displayed.
1 Hide/show seam line segment Objective To hide/show seam line segment when working with complicated garments like pleated skirts.
Location ●
Pattern Seamline Popup (Edit Seam Lines Mode) -> Hide/Show Seam Line
●
Object Browser -> Name -> Seamline Popup->Hide/Show Seam Line
●
Object Browser -> Show -> Hide/Show Seam Line
●
Property Editor -> Seam Lines -> Hide/Show Seam Line
Operation 1.Select Edit Seam Line tool from the main tool bar or main menu ( Pattern >Seam Lines>Edit Seam Line) 2.Click on the seam line segment which you desire to hide. 3.Click Hide/Show Seam Line from the menu. See Location section to find the menu. Figure 6-1
Hide Seam Line Segment
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2 Hide/show seam line connected to pattern selected Objective ●
To hide/show all seam lines connected to pattern
Location ●
Pattern Popup(Edit Seam Line Mode) -> Hide/Show Connected Seam Line
Operation 1.Select Edit Seam Line tool in the pattern window toolbar. 2.Click right mouse button on the pattern then pattern Popup menu appears. 3.Click Hide/Show Connected Seam Line from the menu. See Location section to find the menu. 4.Select the tool according to the Location above.
To view seam line connected to pattern that you select, select all patterns and hide seam lines connected to the patterns. Then select pattern that is needed to be shown seam line and click the Show Connected Seam Line.
Figure 6-2
Hidden seam line. Avatar Window(Left), Pattern Window(Right)
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3 Hide/Show All Seam Lines Objective To Hide/Show all hidden seam lines
Location ●
Pattern Seamline Popup (Edit Seam Lines Mode) -> Hide/Show All Seam Lines
●
Pattern Popup (Edit Seam Lines Mode) -> Hide/Show All Seam Lines
●
Object Browser -> Name -> Seamline Popup ->Hide/Show All Seam Lines
Operation 1.Select Edit Seam Line tool from the main tool bar or main menu ( Pattern >Seam Lines>Edit Seam Line) 2.Select the tool according to the Location above.
You can simply turn on/off display of seam line by clicking on the button at the Object Window and Property window. In the Object Window, if a seam line is hidden, its name and radio button turns dark gray. In the Property Window, there is On/Off check box to turn on/off seam line.
6.5 Deactivate/Activate Seam Line. (version 3.37 and above) Deactivate/Activate Seam Lines is a tool to remove stitches temporally. It is possible to drape sewn garment piece by piece. It is more convenient to process piece by piece draping if you use the Deactivate/Activate Seam Lines with the Freeze Pattern tool.
1 Deactivate/Activate Seam Line Segment Objective ●
To deactivate/activate seam line segment
Location
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●
Pattern Seamline Popup(Edit Seam Line Mode) -> Deactivate/Activate Seam Line
●
Object Browser -> Name -> Seamline Popup -> Deactivate/Activate Seam Line
Operation 1.Select Edit Seam Line tool from the main tool bar or main menu ( Pattern >Seam Lines>Edit Seam Line) 2.Click right mouse button on the seam line segment which you desire to deactivate, then Pattern Seamline Popup Window appears. 3.Select the tool according to the Location above. Figure 6-3
Before simulation (left), pattern in Pattern Window(middle), After simulation(right)
2 Deactivate/Activate Seam Lines connected to pattern Location ●
Pattern Popup(Edit Seam Line Mode) -> Deactivate/Activate Connected Seam Lines
Operation 1.Click right mouse button on the pattern from Pattern window or Avatar Window, then Pattern Seamline Pop-up window appears. 2.Click Deactivate Seam Line from the menu. See Location section to find the menu, then color of dotted lines between seam lines changes to white.
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Figure 6-4
Before simulation (left), pattern in Pattern Window(middle), After simulation(right)
3 Activate All Seam Lines. Objective To activate all deactivated seam lines.
Location ●
Pattern Pop-up(Edit Seam Line Mode) -> Activate All Seam Lines
Operation 1.Select Edit Seam Line tool from the main tool bar or main menu ( Pattern >Seam Lines>Edit Seam Line) 2.Click Activate All Seam Lines from the menu. See Location section to find the menu.
Deactivation and activation menus do not appear in Pop-up Window at a same time. If you need to deactivate seam line, only deactivation menus appear in the Pop-up Window automatically and vice versa. Only Activate All Seam Lines appears at any time in the Pop-up Window.
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If you deactivate seam line, the whitecolor of seam line name in Object Browser turns dark gray. If it is activated, the color returns to the original color, white.
6.6 Sewing Thread Color Option (Avatar Window) (Above version 3.37) Sewing Thread Color Option is a tool to change seam line color to red or to make seam line color in the avatar widow same with the seam line color in the pattern window. Changing the seam line color in the avatar window to the same color shown in the Pattern Window is useful to know the location of the same seam lines correspondingly. If seam line colors are so various that it make scene complicated, simply turn the seam line color to red.
Objective ●
To change seam line color shown in Avatar Window to the same seam line color in Pattern Window.
●
To change seam line color shown in Avatar Window to red.
Location ●
Main Menu -> Garment -> Sewing Thread Color -> Red/Seam Line Color
●
Avatar Popup -> Sewing Thread Color -> Red/Seam Line Color
Operation
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1.Click right mouse button on the Avatar Window, then Pop-up menu appears. 2.Click Red or Seam Line Color from the menu. See Location section to find the menu. Figure 6-5
Seam lines applied with Seam Line Color Red. Avatar Window(left), Pattern Window(right)
Figure 6-6
Seam lines applied with Seam Line Color . Avatar Window(left), Pattern Window(right)
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Garments
7. Garments
In this chapter, you will learn draping process of a garment in the Avatar Window. It follows sequential steps; synchronization, placement and simulation of patterns.
7.1 Synchronize Synchronization is a first step to drape patterns in the Avatar Window. All the changes including seam line, print texture, particle distance made in the Pattern Window are instantly reflected in the Avatar Window by Synchronization. When the Synchronize button
is on, you can see that all changes in pattern window reflect in the
avatar window instantly. So you can edit patterns and see its change in 3D garment in real time. But you should know turning Syn button on makes computer performance slow so it is better for you to turn it off when you do not need it. You also can see if the Sync button is on or off by the different pattern color. If a pattern has never been synchronized, it appears transparent. If the pattern has ever been synchronized, it appears red. If the pattern is synced over 3D avatar window, it turns blue.
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Objective To synchronize pattern over avatar window
Location ●
Main Menu > Garment > Sync
●
Avatar Window Toolbar > Sync
Operation 1.Select the tool according to the Location above. 2.Patterns are shown and synced over avatar window.
7.2 Place Pattern After patterns are synchronized, the patterns are needed to be placed around the avatar properly before simulation. This section mainly contains tool description associated with placing patterns.
1 Place Pattern with Gizmo Gizmo is used to rotate, move pattern along X, Y, Z axis in Avatar Window. You can place patterns around the avatar manually using Gizmo. CLO 3D provides Screen Coordinate Gizmo, Local Coordinate Gizmeo and World Coordinate Gizmo. See in detail about these Gizmo options at Transforming Gizmo Axis
Objective To move or rotate pattern to place it around the avatar with Gizmo
Operation 1.Select a pattern or multiple patterns that you wish to move or rotate in Avatar Window or Pattern Window, then Gizmo appears. 2.Hover your mouse on the Gizmo, then your mouse cursor changes to double sided arrows. 3.Click and drag your mouse to allowable direction. 4.Place patterns around the avatar as close as possible.
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Y Axis The green arrows to move a pattern along the Y axis (up/down) X Axis The red arrows to move a pattern along the X axis (left/right). Z Axis The blue arrow allows to move a pattern along the Z axis (forward/back). X,Y,Z Axis Yellow square at the center allows to move a pattern along X, Y and Z axis
Y Axis The green arc allows to rotate a pattern along the Y axis. X Axis The red arc allows to rotate a pattern along the X axis. Z Axis The blue circle allows to rotate a pattern along the Z axis.
To move or rotate pattern, Simulation button should be turned OFF
2 Place Patterns with Arrangement Points Using Arrangement Points is convenient to place patterns around the avatar. The Arrangement Points are located in a specific area of the body, such as the bust, waist, sleeve, and wrist. Clicking an Arrangement
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Point makes pattern to be positioned around the avatar automatically. After arranged pattern, you might want to adjust its position or shape. You can do it in the Arrangement tab of the property editor.
Objective To view Arrangement Points and place pattern around the avatar with Arrangement Points.
Location ●
Main Menu > Avatar > Show Arrangement Points
●
Avatar Window Toolbar > Show Arrangement Points
Operation 1.Turn on the
Show Arrangement Points, then pink dots around the avatar appears.
2.Select pattern to position it. 3.Click on the Arrangement Point where you want to place the pattern, then the pattern snaps to pink point and wrap around the avatar automatically.
Arranging multiple patterns at once using Arrangement Points(version 3.72 and above)
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Objective If a pattern piece is divided into multiple pieces, it is difficult to arrange them around the avatar piece by piece. In this case, select all pieces and click an arrangement point, then pieces are arranged properly altogether at once.
4.After placing the pattern, you can edit the position of the pattern from the Arrangement tab in the Property Editor.
Arrangement Point Show the location of Arrangement Point where pattern is placed. Shape Type Make a pattern curved or flat. Position X
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Adjust pattern’s X position along the Arrangement BV. Position Y Adjust the pattern’s Y position along the Arrangement BV. Offset Adjust the offset from the Arrangement BV. The curvature will change accordingly . Direction Adjust the direction of the pattern along the Arrangement BV. Vertical Reverse Flip a pattern vertically. You can also do this with the popup menu in Avatar Window. Horizontal Reverse Flip a pattern horizontally. You can also do this with the popup menu in Avatar Window.
For more information of editing Arrangement Points, See Edit Arrangement Point and Arrangement Bounding Volume
3 Rearrange Patterns After draping patterns, Rearrange All Patterns tool is used to go back to the last state that you place the patterns around the avatar just before draping and the Rearrange Selected Pattern is used to rearrange the only selected pattern.
1 Rearrange all patterns Objective To rearrange all patterns around the avatar, before the garment was last simulated.
Location
●
Avatar Window Toolbar > Rearrange All Patterns.
●
Main Menu > Garment > Rearrange All Patterns.
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Operation 1.Select the tool according to the Location above 2.Patterns are rearranged around the avatar like picture shown below.
2 Rearrange selected patterns Objective To rearrange selected patterns around the avatar.
Location ●
Main Menu > Pattern > Garment > Rearrange Pattern.
●
Avatar Pop-up > Rearrange Pattern.
Operation 1.Select a pattern to rearrange. 2.Select the tool according to the Location above. 3.Select Rearrange Selected Patterns tab from the pop-up menu, then selected pattern is rearranged around the avatar.
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4 Reset patterns After draping patterns, Reset to Default Arrangement tool is used to go back to default setting of pattern arrangement so all patterns are flattened and arranged side by side along X-axis.
1 Reset all patterns Location ●
Avatar Window Toolbar > Reset to Default Arrangement
●
Main Menu > Garment > Pattern > Reset to Default Arrangement
Operation 1.Click on the button
in the Avatar Window Toolbar, then patterns are rearranged around the avatar
to default setting like picture shown below.
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2 Reset Selected Pattern Only(version 4.00 or obove) Objective To reset draped pattern to the initial synchronized state.
Location ●
3D Garment Pop-up Menu → Reset to 2D Arrangement
Operation 1.Select a pattern that you want to reset to the initial state. 2.Click your right mouse button over the garment then garment pop-up menu appears. 3.Choose the 'Reset to 2D Arrangement' from the pop-up menu.
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5 Flip Patterns Flip Horizontally tool rotates a pattern 180° along Y-Axis, and Flip Vertically tool rotates a pattern 180° along X-Axis. You can also flip the pattern with keeping their original curvature using Reverse-arrange Horizontally or Reverse-arrange Vertically from the right-click activated popup menu. But you should remember that Reverse-arrange menu is not activated if you have arranged pattern around the avatar without using Arrangement Point.
To flip horizontally Location ●
Garment Pop-up > Flip Horizontally
●
Main Menu > Garment > Pattern > Flip Horizontally
Operation 1.Right-click on the pattern you want to flip horizontally, and select Flip Horizontally from the popup menu. See the Location section to find the menu
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To flip vertically Location ●
Garment Popup > Flip Vertically
●
Main Menu > Garment > Pattern > Flip Vertically
Operation 1.Right-click on the pattern Popup menu appears. 2.Select Flip Horizontally from the popup menu. See the Location section to find the menu
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To Reverse-arrange Horizontally You can reverse pattern horizontally without changing curvature of the pattern.
Location ●
Garment Popup > Reverse-arrange Horizontally
●
Property Editor > Arrangement > Horizontal Reverse > On
Operation 1.Right-click on the pattern in the Avatar Window then Popup menu appears. 2.Select Reverse-arrange Horizontally from the popup menu. See the Location section to find the menu or select a pattern and check the Horizontal Reverse option in the Arrangement tab of the Property Editor.
This menu is not activated if you have arranged pattern around the avatar without using Arrangement Point.
To reverse arrange Vertically You can reverse pattern vertically without changing curvature of the pattern.
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Location ●
Garment Popup > Reverse-arrange Vertically
●
Property Editor > Arrangement > Vertical Reverse > On
Operation 1.Right-click on the pattern in the Avatar Window then Popup menu appears. 2.Select Reverse-arrange Vertically from the popup menu. See the Location section to find the menu or select a pattern and check the Horizontal Reverse option in the Arrangement tab of the Property Editor.
This menu is not activated if you have arranged pattern around the avatar without using Arrangement Point.
6 Make Arranged Pattern Flat/Curved When pattern is placed around the avatar with arrangement point, the shape of pattern is slightly curved. Arrange as Flat/Curved tool is used to flat curved pattern or vice versa as needed.
This menu is not activated if you have arranged pattern around the avatar without using Arrangement Point.
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Location ●
Garment Popup > Place as Flat/Curved
●
Property Editor > Arrangement > Shape Type > Flat/Curved
Operation 1.Right-click on the pattern in the Avatar Window then Popup menu appears. 2.Select Place as Flat/Curved from the popup menu. See the Location section to find the menu or select a pattern and check the Shape Type option in the Arrangement tab of the Property Editor.
7.3 Drape After patterns are synchronized and placed in Avatar Window, Simulation is a final step to drape garments on avatar. This section covers the way of draping from simple to complicated garments. It also introduces useful tools for draping complex garment.
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Figure 7-1
1. Synchronize 2. place 3. Simulate 4. Drape
1 Simulate Pattern pieces are draped on the avatar body by clicking the simulation button. When Simulation button is on, pattern pieces drop on the floor or hang on the avatar body.
1 Drape cloth Figure 7-2
Simulation On (left), Simulation Off (right)
Objective ●
To simulate draping
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Location ●
Main Menu > Garment > Simulation
●
Avatar Window Toolbar > Simulation
Operation 1.Click the
(Simulation) button to drape. See the Location section to find the command.
When working with pattern in Pattern Window and no need to be simulated at this moment, turn off Simulation button to speed up computer performance because computer keeps calculating for simulation.
Turn on both the
(Simulation) and
(Synchronize) buttons, then any changes of patterns
in Pattern Window are immediately reflected in the Avatar Window. See the details in 7.1 Synchronizesection.
You can interact with garment in real time by click and drag the piece of garment.
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2 Display Simulation Speed Knowing simulation speed is useful to check the CLO 3D software suitability in your computer and the status of animating performance.
Location ●
Main Menu > Window > Show Frame Rate
Operation 1.Choose Show Frame Rate from the menu. See the Location section to find the command. Then the simulation speed information appears at the right bottom corner of the screen.
Simulation speed tells FPS (frames per second). The higher the speed, the faster the simulation speed.
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2 Pin Pin tool is used to hold pin-pointed part of fabric. This tool is useful when turning upside down collar or finishing up draping. The created pin in empty space can be attached to moving or static avatar body (Attaching pin to avatar is available from the version 3.37 or above). So the attached pin to avatar body follows its movement while animating. Pin color appears differently in different state of the pin. See picture below
1 Create Pin "Create Pin" tool is designed to pin a part of garment in empty space. It is useful when you drape knot, belt, ribbon, shawl and etc.
Objective ●
To create a pin
Operation 1.Turn on the Simulation button. 2.Holding down the 3.Click and drag cloth.
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key.
When a pin is added, the pink dot appears on the garment in Avatar Window and the 2D pattern in Pattern Window.
It is now possible to change any parameter setting on pattern and synchronize those changes without losing pin setting. (Version3.37 or above)
2 Attach Pins to Avatar (Version 3.37 and above) With this tool, user can fix a part of the garment on certain parts of the avatar body. When you drape a garment on the avatar or work on the animation, you can attach pins to avatar body over garment to prevent the garment from falling off.
1 Attach pin to Avatar
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Location Pin pop-up > Attach to Avatar
Operation 1.In the Avatar window, click the right mouse button on the pin, then pop-up menu appears 2.Click the menu as above.
2 Attach All pins to Avatar Location ●
Main Menu > Garment > Pin > Attach All Pints to Avatar
●
Garment pop-up > Pin > Attach All Pints to Avatar
Operation 1.In the Avatar window, click the right mouse button on the pin, then pop-up menu appears 2.Click the menu as above.
Garment with added pins on the avatar
If you attach pin to avatar over garment, the pin color changes from pink to red and the pin gets fixed to the closest part of the avatar. Once it's fixed, it won't move even though you try to drag with the mouse. To move this pin, you should use "Detach off Avatar" menu.
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3 Detach Pin from Avatar (Version 3.37 and above) Detach Pin from Avatar allows you to move back the pin on the area and detach it from the avatar.
4 Detach Pin from Avatar Objective To detach individual pin from an avatar.
Location ●
Pin Pop-up > Detach from Avatar.
Operation 1.Click the right mouse button on the pin in the Avatar window to see the pop-up window. 2.Select the menu according the Location above.
When you detach the pins from the avatar, the pins' color turns into the pink from the red.
5 Detach All Pins from Avatar Objective To detach all pins from an avatar at once.
Location ●
Main Menu > Garment > Pin > Detach All Pins from Avatar.
●
Garment Pop-up > Pin > Detach All Pins from Avatar.
Operation 1.Click the right mouse button on the pin in the Avatar window to see the pop-up window. 2.Select the menu according the Location above.
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All Pins got removed on the Avatar again.
6 Remove Pin 1 Remove Pin Location Pin Pop-up > Remove Pin
Operation 1.Click on the right mouse button on the Pin. 2.Select the tool according to the Location above.
(You can delete the pin by pressing 'W' key in your keyboard on the selected pin as well.)
2 Remove All Pins on Selected Pattern Location ●
Main Menu > Garment > Remove All Pins on Selected Pattern.
●
Garment Pop-up > Pin > Remove All Pins on Selected Pattern.
Operation
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1.Click a pattern that you want to remove all pins in the pattern. 2.Select the tool according to the Location above.
3 Remove All Pins Location * Garment Pop-up> Pin > Remove All Pins on Selected Patterns
Operation 1.Select a pattern to remove pins on it. 2.Click your right mouse button, then the pin menu pops up. 3.Select the tool according to the Location above.
3 Deactivate/Activate Pattern Deactivate/Activate pattern tool is designed to make selected pattern immovable. It is still there but it is not interacted with other patterns.
1 Deactivate/Activate Pattern Only Location ●
Garment Popup > Deactivate/Activate >Pattern Only
Operation 1.Right-click on garments in Avatar Window, then Garment Popup appears.(Multiple pattern can be deactivated by selecting them first) 2.Click on the Dctivate Pattern Only, then the deactivated pattern turns transparent navy blue. Refer to the Location section to find the command.
Once executed Deactivate, "Deactivate" menu turns "Active" automatically since you don't need deactivation command after deactivated and vice versa. This is called a Smart GUI
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Figure 7-3
Poppu menu (left) , Deactivated pattern (right)
Example ●
How to adjust inner garments of multi-layered look when draping is incorrect
This tool is useful to drape sophisticated part of garments such as trims on shirts or to drape multi-layered garments easier by deactivating outer garment.
2 Deactivate/Activate Pattern With Seam Lines Objective ●
To Deactivate Pattern With Seam Line: It is used to deactivate pattern and its seam lines.
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●
To Activate Pattern With Seam Line: It is used to activate pattern and its seam lines.
Location ●
Garment Popup > Deactivate/Activate > Pattern With Seam Lines
Operation 1.Right-click on garments in Avatar Window, then Garment Popup appears.(Multiple pattern can be deactivated by selecting them first) 2.Click on the Dectivate > Pattern With Seam Lines, then the deactivated pattern turns transparent navy blue. Refer to the Location section to find the command.
Once executed Deactivate, "Deactivate" menu turns "Active" automatically since you don't need deactivation command after deactivated and vice versa. This is called a Smart GUI.
Example ●
How to make cascade ruffle dress using Activate/Deactivate tool.
Deactivate/Activate tool is useful for sequential draping such as cascade ruffle dress. when you drape
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cascade ruffle dress, deactivate all ruffles with stitches and drape basic dress first. Then activate a ruffle and simulate it. Do the same on each ruffle until finishing all ruffles.
4 Freeze Pattern (above version 3.37) Freeze Pattern is a tool for making a pattern piece stiff and firm (unchangeable) like a molded plastic. When the pattern is deactivated, the pattern can not be interactive with other patterns so the pattern can pass through the deactivated pattern. However, Freeze Pattern tool allows pattern pieces to interact with the frozen pattern so they do not penetrate or pass through the frozen pattern when simulating. This tool is useful to drape multi-layered garments easier by freezing an inner garment and draping over it. The step by step draping process prevents multiple layered garments from the unstable simulating caused occasionally from draping all garments at once.
1 Freeze /Unfreeze Pattern Only Location ●
Gartment Pop-up >Freeze/Unfreeze >Pattern Only.
Operation 1.Right-click on garments in Avatar Window, then Garment Pop up appears. (Multiple patterns can be frozen by selecting them first) 2.Click on the Freeze > Pattern , then the frozen pattern turns baby blue. Refer to the Location section to find the command.
Once executed the Freeze command, "Freeze" menu turns "Unfreeze" automatically since you don't need Freeze command after Frozen and vice versa. This is called Smart GUI.
Figure 7-4
Frozen pattern(left), Draped pattern with frozen pattern
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2 Freeze /Unfreeze pattern with seam lines Objective ●
To freeze with seam lines : It is used to freeze pattern with the seam line on it.
●
To unfreeze with seam Lines: It is used to unfreeze pattern with the seam line on it.
Location ●
Garment Pop-up > Freeze/Unfreeze > Pattern Only/ Pattern with Seam Lines.
Operation 1.Right-click on garments in Avatar Window, then Garment Popup appears. (Multiple patterns can be frozen by selecting them first.) 2.Click on the Freeze > Pattern With Seam Lines ,then the frozen pattern turns baby blue. Refer to the Location section to find the command.
Once executed Freeze command, "Freeze" menu turns "Unfreeze" automatically since you don't need Freeze command after Frozen and vice versa. This is called a Smart GUI.
Example How to make petticoat dress using Freeze/Unfreeze tool.
1.Get ready with a skirt and a petticoat. 2.Select petticoat and increase the stiffness value to make it hard enough. 3.Freeze the petticoat. 4.Set dress layer to 1 (Property Editor > Physical Properties > Etc > Layer) 5.Unfreeze petticoat.
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5 Set Pattern Layer When draping muli-layered garments, setting layer of garments is setting sequential order of draping.
Set Layer 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.
6 Drape multiple garments 1.Open a garment.
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2.Click File> Open> Layer Garment to add another garment layer.
3.Select all the patterns of the newly imported garment in the Pattern Window. Then enter “1” in the Layer tab. 4.Press the simulate button in the Avatar Window to see the changes.
7.4 Expression in details
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1 Set Particle distance for fabric details.
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. Figure 7-5
Particle Distance 30mm (left), Particle Distance 3mm (right)
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Set Fabric Detail 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 when it is refreshed using the ment),
(Rearrange All Patterns) or
(Reset Arrange-
(Synchronize) tools.
2 Fold Pattern You can fold pattern using internal line. With this tool, you can create ironed line on pants or pleats.
To fold pattern. 1.Select an internal line. 2.Go to Property Editor and file Shape tab 3.Adjust Fold Angle.
Fold Strength You can set the strength of fold in the Property Editor. The higher the value, the closer to the fold angle that you set. You usually use values between 0 to 20 Fold Angle. The fold angle is available between 0° to 360°. If you set the value closer to the angle 0° , the fold goes outward . If you set the value to closer to the angle 360°, the fold goes inward.
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3 Adding Elastic Band It is possible to make shirring on any lines with Elastic option. It is similar to the effect of elastic band on real garments. This option also helps to hold garments tightened
Objective To make shirring
Location ●
Property Editor > Selected Line > Elastic, Elasticity Strength, Elasticity Ratio
Opertation 1.Select any line that you wish to add shirring. 2.Find the Elastic in Property Editor and turn on. Refer the Location section above to find the menu. 3.Adjust the value of Elasticity Ratio to have tightener or looser shirring. 4.Adjust the value of Elasticity Strength if the shirring needs more tention
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Elasticity Strength: It represents strength of elasticity. To give more tension on shirring, increase the value and vice versa. Elasticity Ratio : It represents ratio of total length of selected line to the length of shirring. The higher the ratio, the looser the shirring and vice versa. The range of elasticity ratio is from 0% to 200%. (Version 4.00 or above) Elasticity Length(Version 4.00 and above) : It represents the length of elastic applied in a segment. If the elasticity ratio is 100%, the elastic length is the same with the length of segment.
4 Set Fabric Thickness for Simulation Simulation thickness is invisible but it exists between avatar and garment, or between garments for better simulation performance. Its thickness sets in 15mm on both side of fabric so total fabric thickness is 30mm. You can adjust this value ,as needed, to make padding or skinny garment. For the same purposes, there are 30mm invisible thickness on the surface of avatar body. You can adjust the value for skinnier garment or accurate measurement. Refer to the 4.5 Skin Offset for more details.
To Set the Simulation Fabric Thickness Select the pattern, then enter a value in the “Thickness (Simulation)” tab in the Property Editor (under Physical Property> Fabric Property> Etc)
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5 Shrink pattern You can shrink pattern horizontally or vertically using Shrinkage menu in the Property Editor without changing pattern . The default value is 1 and it mean there is no shrinkage on pattern.
To Shrink Pattern 1.Select pattern. 2.Go to Property Editor > Fabric > Etc > Shrinkage -Weft/Warp 3.Adjust the value.
7.5 Physical Properties Physical Property section contains information about fabric behavior with several values that define material characteristics. CLO design team runs test on fabrics and has results on each fabrics, then they translate the results into CLO 3D parameters in current system. You can manually change the property or simply select preset physical property which is already defined. From the next version, CLO 3D will adopt measurements of Kawabata evaluation system(KES) and use the measurements as CLO 3D parameters for more accurate physical property.
1 Preset Preset is a set of physical property containing specific fabric property.
Objective 1.To assign preset physical property 2.To load user defined physical property 3.To save user defined physical property
Location ●
Property Editor -> Physical Properties -> Preset
Operation To assign one of preset physical property , 1.Select pattern. 2.Go to Property Editor Window and find Preset menu under the Physical Properties tab.
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3.Double click blink area next to the Preset, then drop down present menu appears. 4.Select one of preset physical property that you wish to apply. Initial-Full name
Definition
0_user
0 is a basic physical property preset. Its simulation speed is faster than others because of low value of stiffness and normal draping quality.
A-Animation
A is a specific physical property preset for animation. When creating animation, garments such as pants or skirts may be taken off from avatar because of absence of friction between garments and avatar unlikely in real life. You can avoid this situation by applying A _Waistband_for_animation_CLO_ v1 preset to waist band.
D-Draft
D is a physical property preset similar to R. Its quality is lower but its simulation speed is fast so it is good to be used in design process.
R-Reality
R is a physical property preset which value is achieved by testing on real fabric. Its result is almost 90% similar to the behavior of real fabric but it makes simulation speed slow.
S-Subsidiary Material
S is a physical property preset for materials other than fabric. Button_Zipper_Pad_CLO_v1 is used to describe button, zipper and shoulder pad. Collar_with_interlining_CLO-v1 is used to describe stiff collar attached interfacing. Leather_belt_CLO_v1 is used to describe for leather belt.
To load user defined physical property , 1.Select pattern 2.Go to Property Editor Window and find Load menu under the Physical Properties tab. 3.Double click blink area next to the Preset tab, then window pops up. 4.Select .PSP file and hit the Open button then you can see the values in Detail changed.
To save user defined physical property , 1.Select pattern 2.Go to Property Editor Window and find Save menu under the Physical Properties tab. 3.Double click blink area next to the Preset tab, then window pops up. 4.Select .PSP file and hit the Open button then you can see the values in Detail changed.
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File extension for physical property is *.PSP
2 Attribute Values You can change physical property manually with changing the Attribute Values. In this section, it is important to understand the concept of each attribute values. Also knowing how each attribute affects to the others is important to get best result.
Objective ●
Stretch-Weft, Stretch-Warp, Shear
●
Bending
●
Buckling
●
Internal Damping
●
Density
●
Friction
Location Property Editor -> Physical Properties -> Detail
Physical Property Parameters
Adjusting attribute value: There are two different types of number that you can adjust, Simplified value [0~99] and Constant value[0~1000000000]. Constant value is real value acquired from fabric test and Simplified value is modified value of Constant value into smaller number in specific ratio for an easy of use. You usually use Simplified value with scroll bar to change the values conveniently and Constant value with typing to change the values in detail.
Stretch-Weft Stretch-Warp, Shear Stretch-Weft represents the resistance of a fabric against wefting force. It affects the draping stiffness in horizontal direction of the fabric.
●
Stretch-Warp represents the resistance of a fabric against warping force. It affects the draping stiffness in vertical direction of the fabric that is cut on the bias.
●
Shear (bias stress) represents the resistance of a fabric against shearing force. It affects the draping stiffness in diagonal direction of the fabric that is cut on the bias. ●
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-
●
For weaker elastic fabrics like Cotton or Denim: Increase the Shear value higher than Weft and Warp.
For stronger elastic fabrics like Silk or Jersey: Decease only Shear value with the same weft and warp value. ●
Shear: 99, Weft: 47, Warp:47
Shear: 0, Weft:47, Warp:47
Bending Bending value represents resistance of cloth against bending force. It defines rigidity of fabric under compression. ●
For stiff fabrics like denim or leather: Increase the Bending value
●
For soft fluid fabric like silk : Decrease the Bending value.
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Bending: 2,
Bending: 65,
Buckling Buckling represents deformability, how easy fabric can be bended. At a certain stage under an increasing force, highly bendable fabric like silk is bended faster and easier than lower bendable fabric like denim. To describe easily bendable fabric like silk, increase the buckling value and vice versa. ●
For highly bendable fabric like silk or Jersey: Increase the Buckling value close to 100
●
For lower bendable fabric like denim or wool: Decrease the Buckling value close to 0.
Buckling: 100
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Buckling : 0
*note: High Internal Damping value makes your system very slow and damping value affects on only movement of fabric so increasing damping value on design process is not recommended.
Damping Internal damping represents the repulsive force against gravity. The result of this value is shown only in the animation. If the value is low, the movement of fabric is slow and vice versa.
*note: High Internal Damping value makes your system very slow and damping value affects on only movement of fabric so increasing damping value on design process is not recommended.
Density Density represents a ratio of weight per unit area. The higher the value of density, the heavier the fabric. ●
For heavy fabric : Decrease the Density value close to 0.
●
For light fabric : Increase the Density value close to 99.
Density: 27
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Density: 93
Friction Friction represents a frictional force between garments , and between garment and avatar so adjusting Friction value affects both avatar and garment. Figure 7-6
.
Air Pressure( Version 3.57 or above) Air Pressure can be used to simulate inflated objects such as a padding jumper, cushion or balloon containing the air or cotton. Figure 7-7
e.g. Heart cushion created by CLO using Pressure property http://youtu.be/SlDz69LgXRs
Air pressure is applied on the outside of pattern. Therefore, *When patterns are facing out like picture below, you need to set air pressure value to greater than 0.
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On the other hand, * When patterns are facing the same direction, you need to give them a different setting. On the pattern facing out, you should set the pressure value to greater than 0, but , on the pattern facing in, you should set the pressure value to less than 0.
7.6 Display 1 Display and Hide Garments Display Garment
Click the
(Show Cloth) button to display or hide garments.
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2 Set Fabric Thickness for Rendering Display Thickness Click the triangle button next to the “Show Garment” button. Then select Rendering Style> Thick Textured Surface.
Adjust 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)
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3 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.
1 Stress Map Stress is a tension to exert on a fabric per unit. You can see different tension of avatars's each body part or its movement. Different tension appears in different color and number (gf/cm2) You can set the Stress Unit(kPa, gf/cm2,, mmHg), Stress element(Weft, Warp, Shearing) in the Main Menu > Garment > Stress/Strain Map Preference for an analysis of accurate fitting information.
Location ●
Main Menu -> Garment -> Rendering Style -> Stress Map
●
Avatar Window Toolbar -> triangle next to the
icon > Rendering Style -> Stress Map
Operation 1.Click on the arrow button next to the
icon.
2.Select the tool according to the Location above. 3.You can see the stress map shown in different color and number on the garment.
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2 Strain Map Strain is a geometrical measure of garment deformation exerted by external forces. Different tension appears in different color and % of deformation.
Location ●
Main Menu -> Garment -> Rendering Style -> Strain Map
●
Avatar Window Toolbar -> triangle next to the
icon > Rendering Style -> Strain Map
Operation 1.Click on the arrow button next to the
icon.
2.Select the tool according to the Location above. 3.You can see the strain map shown in different color and number on the garment.
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3 Pressure Point This function will display points on the garment that are in contact with the Avatar’s body.
Location ●
Main Menu -> Garment -> Show Pressure Point
●
Avatar Window Toolbar -> triangle next to the
icon > Show Pressure Point
Operation 1.Click on the arrow button next to the
icon.
2.Select the tool according to the Location above. 3.Pressure points appears on garment
4 Show /Hide Pin Location ●
Main Menu -> Garment -> Show Pins
●
Avatar Window Toolbar -> Arrow Button next to the
icon > Show Pins.
Garments | 255
Operation 1.Click on the arrow button next to the
icon
2.Check/Uncheck "Show Pins"
Hiding pin is not to remove pins. They are just not shown on the screen. The pin function still remains.
5 Display Seam Lines Location ●
Main Menu -> Garment -> Show Seam Line
●
Avatar Window Toolbar -> Arrow Button next to the
Operation 1.Click on the arrow button next to the
icon
2.Select the tool according to the Location above.
256 | Garments
icon > Show Seam Line
6 Display Segment Length Location ●
Main Menu -> Garment -> Show Line Length
●
Avatar Window Toolbar -> Arrow Button next to the
icon > Show Line Length
Operation 1.Click on the arrow button next to the
icon
2.Select the tool according to the Location above.
7 Display Pattern Name Location ●
Main Menu -> Garment -> Show Pattern Name
●
Avatar Window Toolbar -> Arrow Button next to the
icon > Show Pattern Name
Operation 1.Click on the arrow button next to the
icon
2.Select the tool according to the Location above.
Garments | 257
Texture
8. Texture
8.1 Fabric Texture In this chapter, you will learn how to apply fabric texture to garments and edit its texture image.
1 Apply Texture CLO 3D & Marvelous Designer use standard image files for 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. Supported Texture File 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
Objective To apply fabric texture to garments
Location Property Editor-> Fabric -> Material -> Texture
Operation 1.Select the menu according to the Location above. 2.Click on the path button to open folder next to the Texture menu. 3.Drag and drop an image form the folder onto a pattern in the Avatar or 2D Pattern Window.
Texture | 259
You also can apply texture to garments simply by opening the folder that contains texture images and drag&drop a file.
Tip. With 32bit PNG, TGA, TIFF images, you can render the transparency /sheerness of fabrics such as lace.
2 Edit Texture Objective ●
To move texture
●
To scale texture
●
To rotate texture
260 | Texture
Location ●
Main Menu -> Pattern -> Texture -> Edit Texture
●
Pattern Toolbar ->
Operation To move texture, 1.Select the tool according to the Location above. 2.Click on the left mouse button on the pattern and drag your mouse holdling down the mouse button.
You can enter the values in the Position X, Postion Y tab under Textrure Transformation in the Property Editor to move the texture.
To scale texture, 1.Click on the pattern to display the Gizmo and hover your mouse over one of the small red circle then your mouse cursor changes to double sided arrow. 2.Click and drag your mouse to scale the texture horizontally, vertically, or proportionally
You also can enter the value in the Width, Height tab under Texture Transformation in the Property Editor to scale the texture.
Texture | 261
To rotate texture, 1.Click on the pattern to display the Gizmo and hover your mouse over the black and yellow dotted line then mouse cursor changes to circular arrow. 2.Click and drag your mouse along the Gizmo to rotate pattern.
You can enter the values to rotate texture in the rotate tab under Texture Transformation in the Property Editor
Info. Texture Gizmo Texture Gizmo appears when you select pattern with the Edit Texture tool selected. You can scale and rotate texture with this gizmo handler.
3 Delete Texture Objective To delete texture
Location ●
Main Menu -> Pattern-> Texture -> Delete Texture
●
Pattern Pop-up -> Delete Texture
Operation 1.Select pattern that you want to remove texture in the 2D pattern window. 2.Select the tool according to the Location above then texture is deleted.
262 | Texture
4 Display Textures You can show/hide applied texture only in the Pattern Window.
Objective To show/hide texture in the Pattern Widnow
Location Main Menu -> Pattern -> Texture -> Show Texture
Operation 1.Select Show Texture tool according to the Location above. 2.Select the tool one more time then texture shows again.
5 Refresh Textures Refresh Texture tool is used to update texture change automatically made in external texture image software
Objective To update texture change
Location ●
Main menu -> Environment -> Refresh Texture
●
Pattern Window Pop-up -> Refresh Texture
Operation 1.Choose Refresh Texture tool in the main menu or righ-click activated popup menu in the Avatar Window.
8.2 Color In this section, you will learn how to adjust color, shininess and transparency for texture.
Texture | 263
1 Garment Color To adjust texture color with Ambient, Diffuse, Specular and Emission color to make it look similar to the real fabric
●
Objective ●
To change color of garments
Location ●
Property Editor ->Fabric (Tab) -> Material -> Color
Operation 1.Select the Fabric Tab in the Property Editor 2.Click on the button
next to the Color menu
3.Select a color from the pop-up window.
1 Ambient Intensity Ambient color is the color of an object where it is in shadow. This color is what the object reflects when illuminated by ambient light rather than direct light. So its Intensity is the intensity of the light reflected in the environment. There is no particular direction to the light source.
264 | Texture
Operation 1.Select the Fabric Tab 2.Adjust the Ambient Intensity value.
2 Diffuse intensity The diffuse color is the color that an object reflects when illuminated by direct daylight or artificial light that makes the object easy to see. Its intensity is the intensity of the light scattered from the garment surface.
Texture | 265
Operation 1.Select the Fabric Tab 2.Adjust the Diffuse Intensity value under the Color menu.
2 Specular Color The Specular Color is the color of highlights on a shiny surface. The highlights are reflections of the lights that illuminate the surface. This is useful to express some texture like velvet, which appears in different color by light.
266 | Texture
Operation 1.Select the Fabric Tab 2.Adjust the Specular color value under the Material menu.
3 Shinness Shinness can be used with the Specular color, and to adjust the area where the light gets reflected.
Operation 1.Select Fabric Tab 2.Adjust Shinness value under the Specular Color menu.
1 4. Emission Color It expresses the effect that the garment itself emits light. It can be used for the special fabric such as retro reflective or luminous cloth.
Texture | 267
Operation 1.Select Fabric Tab 2.Adjust Emission color under the Material menu.
4 Opacity It adjusts the transparency of the garment. If you set the Opacity value to "0", the garment becomes completely transparent.
Operation
268 | Texture
1.Select Fabric Tab 2.Adjust Opacity value under the Material menu.
8.3 Print Overlay This section covers how to place logo or print on top of texture and edit the placed texture.
1 Create Print Objective To create print or logo
Location ●
Pattern Toolbar →
Create Print Overlay tool
●
Main Menu → Pattern → Texture →
Create Print Overlay tool
Operation 1.Choose the Create Print Overlay button in the main menu or tool bar to open an window that contains print images.
2.
3.Click on a pattern you want to insert, then small Create Rectangle pop-up menu appears. 4.Enter the size of print texture.
Texture | 269
5.
6.Click on the Sync button in the Avatar Window tool bar to see print on 3D garment.
7.
< Constrain aspect ratio of print overlay image or text (version 3.64 and above) > In the Create Print Texture window, the size of print image is shown up. When you resize the image with the constrain aspect ratio, the size of images chages in the same aspect ratio.
If you want to resize the print image with the different aspect ratio, disconnect the link by clicking the link icon at the right side of the window.
270 | Texture
2 Edit print There are two different tools to edit placed print or logo, Transform Pattern and Edit Texture tool. You can change size, location and direction of print with Transform Pattern tool but if you want to change pattern of print, you use Edit Texture tool. Multiple prints are available in one pattern. Print can be bigger than pattern but stuck out print on pattern is not shown on 3D garment.
1 Change Print Size Before Version 3.64 When adjusting the size of the print overlay with Transform Pattern tool, you only can change print overlay size, not the image size. After Versin 3.64 When adjusting the size of the print overlay with Transform Pattern tool, You can adjust the scale of the image corresponding to the print overlay size.
Objective Adjust the area where the Print Overlay takes up in the garment
Location
Texture | 271
●
Pattern Toolbar →
Transform Pattern tool.
●
Main Menu → Pattern → Pattern →
Transform Pattern tool
Operation 1.Select Transform Pattern tool accoring to the Location above. 2.Select the Print overlay you wish to edit 3.Change the size of the Print overlay with Gizmo
* You can create multiple Print overlaies on the one pattern. * You can have the Print overlay located out of the pattern, but you won't see this part in the avatar window.
2 Change Print Image Scale Objective To change a print image scale.
272 | Texture
Location 2D Pattern Toolbar → Edit Texture
Tool
Operation 1.Select the tool according to the Location above. 2.Select a print. 3.Change its size or rotate the image by clicking and dragging the gizmo appeared.
3 Flip Print Objective To flip a print vertically/horizontally.
Location Flip Vertically ●
Main Menu → Pattern → Texture → Flip Texture Vertically
●
Print Overlay Pop-up → Flip Texture Vertically
Flip Horizontally ●
Main Menu → Pattern → Texture → Flip Texture Horizontally
●
Print Overlay Pop-up → Flip Texture Horizontally
Operation 1.Select a print. 2.Select the tool according to the Location above.
3 Remove Print Objective To remove print or logo
Operation
Texture | 273
1.Choose Edit Texture or Edit Pattern in the main menu or tool bar. 2.Select placed print. 3.Hit the Delete key on the keyboard.
8.4 Stitch texture (V. 3.80 and above)- CLO 3D Only 1 Create stitch 1 Segment stitch
Objective - To create stitch in segment unit.
Location -Pattern Window Toolbar → -Main menu → Pattern → Stitch → Segment Stitching
Operation 1.Select the Segment Stitching tool according to the Location, then your mouse cursor is changed to the Segment Stitching cursor (
)
2.Select a segment where you want to create a stitch parallel to the segment. 3.Stitch is created along the selected segment path automatically.
2 Free Stitching
Objective
274 | Texture
- To create stitch regardless of segment.
Location - Pattern Window Toolbar → - Main menu → Pattern → Stitch → Free Stitching
Operation 1.Select Free Stitching tool according to the Location, then mouse cursor changes to Free Stitching icon ( ). 2.Click on the point where you want to start stitch. 3.Move your mouse along the segment to the desired direction then segment is highlighted in red. 4.Click on the point where you want to finish the stitch. 5.Stitch is created in the designated area.
* Difference between Segment Stitching and Free Stitching at a rectangular corner
-Segment Stitching at a rectangular corner : Stitches at the side and top(bottom) are crossed over at the the rectangular corner.
-Free Stitching at a rectangular corner
Texture | 275
: Stitches at the side and at the top(bottom) are not crossed over at the rectangular corner. They are connected in a continuous manner
3 Seamline Stitch You can make a stitch line over a seamline. Figure 8-1
Seamline Stitch
Objective To create a stitch line along the seamline.
Location - 2D Pattern Toolbar →
Tool
- Main Menu → Pattern → Stitch → SeamLine Stitching
Operation
276 | Texture
1.Select the tool according to the Location above, then your mouse cursor changes to
.
2.Click on a seamline where you want to start to create a stitch line. 3.Move your mouse to the direction which the stitch will be created. 4.Click on the place where you want to finish the stitch.
Seam Line Stitchs on a 3D garment
2 Edit stitch 1 Move stitch
Texture | 277
Objective To move a stitch
Location - Pattern Window Toolbar → - Main menu → Pattern → Stitch → Edit Stitch
Operation 1.Select the Free Stitching tool according to the Location, then your mouse cursor changes to Edit Stitch icon (
)
2.Select a stitch that you want to move. 3.Segment next to the selected stitch turns thicker red. 4.Click and drag the selected stitch.
* You can move a segment next to the selected stitch highlighted in thicker red as well.
2 Edit the length of stitch Objective To change the length of a stitch.
Location - Pattern Window Toolbar → - Main menu→ Pattern → Stitch → Edit Stitch
Operation 1.Select the Segment Stitching tool according to the Location, then your mouse cursor changes to the Edit Stitch cursor (
).
2.Click on the stitch that you want to change the length. 3.You can see blue dots at the starting and ending points.
278 | Texture
4.Select one of dot and drag it to shorten or lengthen.
3 Edit Stitch Property Objective To change color, thickness, length and interval of stitch.
Location - Property Editor Window (When selecting a stitch, properties of stitch show up in Property Editor )
Operation 1.Choose the Edit Stitch Tool (
).
2.Select a stitch that you want to change its property. 3.Change stitch properties in the Property Editor. Changeable stitch properties are shown below
1 Offset You can change the distance between stitch and segment(outer line/internal line).
2 Filp You use Flip option to change the position of stitch created around the internal line. It could be placed in top/right or bottom/left the internal line. But Flip option is not activated when you work with outline of pattern since it is always created inside of outline.
3 Thickness You can change the thickness of stitch .
4 Color You can change color of stitch at the Fabric tab in the Property Editor.
5 Curved You can change a corner radius at the rectangular corner with the Curved option. It is better to turn on when you work with Overlock.
Texture | 279
"Curved" ON: Corner radius becomes more rounded. "Curved" OFF: Corner radius becomes sharper.
6 Extension At the end of stitch, you can make the last stitch to meet the edge by clicking On/Off of the Extension option.
4 Delete Stitch 1 To delete selected stitch Objective -To delete a stitch.
Location - Stitch Pop-up → Delete - Main menu → Pattern → Stitch → Delete
Operation 1.Select Edit Stitch tool 2.Click your right mouse button on the stitch. 3.Select "Delete" stitch from the Stitch pop-up menu. 4.The selected stitch is deleted.
You can delete the selected stitch by pressing the "Delete" key on your keyboard as well.
2 Delete all stitches on selected pattern. Objective To delete stitches on selected pattern.
Location
280 | Texture
- Pattern Pop-up Menu → Delete all stitch.
Operation 1.Select the Edit Stitch
tool.
2.Click your right mouse button on the pattern. 3.Select on the "Delete all stitch" from the Pop-up menu, then all stitches included in pattern is deleted.
5 Show/Hide Stitch Location - Pattern Window Toolbar → Select "Show Stitch" - Main Menu → Pattern → Stitch → Show Stitch
Texture | 281
Animation
9. Animation
9.1 Record Animation You can create garments in "Simulation Mode" and play and edit animation in "Animation Mode". 1.Check to see if the avatar window is in Simulation Mode and click “File>Open>Motion” to load an avatar motion file(*.mtn). 2.Then click "Yes" to generate transition animation in the popup window that follows. Transition animation provides the link between the T-pose and the first pose that appears in the animation. Transition animation is used when the avatar's current pose is different from the pose in the first frame.
3.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.
Animation | 283
4.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”.
9.2 Improve Animation quaility 1.Click the drop-down button next to the
(Simulation) button. Then select “Complete”. This will
improve the animation quality but the simulation for animation will slow down.
2.Click your right mouse button in the avatar window and select the "Simulation Properties."
284 | Animation
3.Turn
on
"Avatar-Cloth
Collision
Detection
(Vertex-Triangle)"
in
the
Property
Editor.
9.3 Play Animation You can play and edit animation in Animation Mode. 1.Click
(To change to the Animation Mode) button on the Avatar Window Toolbar
Animation | 285
2.You can play the animation using the animation tool bar.
(Go to Start) Go to the start point of the Play Region. (Play) Play the animation (Go to End) Go to the end point of the Play Region. (Repeat) Repeat the Play Region. (Fame Stepping / Real Time) Set the playing option – Frame stepping or Real-time in seconds.
Adjust the play speed.
Please note that the animation will be playing only within the Play Region.
9.4 Edit Animation You can scrub your animation for quick review and set animation region in the Animation Editor.
1 Set Play Region There are three types of motion bars in the Animation Editor. The first blue bar is the loaded motion file, and the second blue bar is the transitional animation. The last red bar is the recorded garment animation.
286 | Animation
The “Play Region” is displayed as the yellow bar on the top. Drag either its start or its end to adjust the Play Region.
You can quickly review the recorded animation by scrubbing the time slider bar shown in red box in the upper reference image.
2 Deactivate Timeline You can deactivate a motion file by clicking the radio button in front of the file name. The deactivated bar appears in gray.
9.5 Open and Save Animation To play the save animation file, you need to open the garment file with which the animation was recorded, before opening the animation file (*.anm). For more details, refer "Open and Save Animation Files."
If the garment file is not consistent with the animation file, the animation will not be played properly. Thus we recommend you to save the garment again immediately after recording animation.
9.6 Export Animation The animation data can be exported to the other 3D tools such as 3ds Max, and Maya. There you can render the animation in high quality and make realistic virtual fashion shows. Refer “File> Pose/Animation> Export Animation” section for more details.
Animation | 287
Animation Editor had supported only 30 FPS. However, you can import/export vertex cache data such as pc2, mc, mdd in the same FPS with what it originally was in other 3D tools from the version 4.00 and above.
9.7 Tips and technique In this section, you will learn useful tips and techniques for solving problem when encountering problems with the animated garment.
1 When animated garment keeps sliding off. Garments are sometimes taken off when animating due to big movement,, heavy weight of garments or lack of friction. In this case, there are several options to solve this problem as well as tips and tricks.
Increase Friction value Increasing friction value helps to prevent garment from falling off (since version 3.37). See the friction in details at 4.6 Friction (Since 3.37 version)
Insert elastic band Inserting elastic band holds garments tightened so it helps to prevent garment from falling off. See how to Insert elastic band in details at 3 Adding Elastic Band.
Create pin and attach the pin to the avatar body (Since version 3.37) The best way to prevent pants slipping down is to use pin. Create pin and attach the pin to avatar body on waist band of paints. See details at 2 Attach Pins to Avatar (Version 3.37 and above)
288 | Animation
Adjust fabric physical property Select pattern and increase bending value. If you work with belt, choose "Physical Properties> Preset> A_Waistband_for_Animation_CLO_v1" from the present menu in the Property Editor. The preset keeps the shape of pattern piece stiff and firm so garments wouldn't be slipping down or stretched seriously. If garments are still sliding off even though the vending value is high enough, increase Stiffness of Weft, Warp and Shear from the Physical properties menu.
If there aren't any belt pattern, you can insert an elastic band to the garment.
Adding a New Pattern Adding a new invisible pattern is sometimes useful to prevent garment falling off for open jacket or lowneck shirts. To do this, you add a pattern in the open area of the jacket and sew it and set the "Opacity" of
the
pattern
to
"0"
and
record
the
animation.
Animation | 289
Spec Sheet
10. Spec Sheet
10.1 Spec Mode(Version 4.0 and above) CLO3D Designer provides a specification mode that you can draw lines or leave a message to create a tec hnical document that set out the details of garment design. Designer or technical designer can use this fe ature to deliver design information to a pattern maker. This enables you to communicate with others in f aster and more accurate way than existing specification sheet with flat sketch.
1 Convert to Spec Mode Objective You can add text or draw a line over a 3D garment in the Spec Mode. Figure 10-1
Spec Mode Interface
Spec Sheet | 291
Location - 3D Avatar Window Tool Bar →
Mode
Operation 1.Select the tool according to the Location above. 2.It is converted to Spec Mode.
10.2 Spec Sheet You can create, delete and save a specification sheet in the Spec Sheet List Window.
1 Create Spec Sheet Objective To create a Spec Sheet in the Spec Sheet List.
Location
●
Avatar Window Tool Bar →
Tool → Spec Sheet List →
tool
Operation 1.Select the tool according to the Location above. 'New' text image icon
is created in the Spec
Sheet List 2.To Finish creating a Spec Sheet, Clicking 'Complete' tool in the Spec Sheet List Window or change the avatar view.
3.The image of Spec Sheet icon is changed from
to
You can create the Spec Sheet not only by clicking an 'Add' button in the Spec Sheet List Window but also by changing a view in the avatar window. So try not to change a view until you finish your work in the sheet.
292 | Spec Sheet
2 Sketch 1 Create Sketch Line You create a sketch line to draw lines over a 3D garment to explain design details such as changing silhouette, pocket position or length. Sketch Line has two types of lines, Freeform Curve and Polygonal Line. Freeform Pen tool allows you to draw lines like traditional drawing and Poly Pen tool allows you to draw polygonal lines presicely with points and segments. You can also edit its color, thickness and type.
1 Freeform Pen Objective To draw a freeform curve over a 3D garment.
Location
●
●
Mode Toolbar → Freeform Pen
Main Menu → Spec Sheet → Freeform Pen
Operation 1.Select the tool according to the Location above. 2.Hold down your left mouse click and drag it to draw a line.
Spec Sheet | 293
2 Poly Pen Objective To create a polygonal line, curve or shape with Poly Pen tool.
Location
●
●
Mode Toolbar → Poly Pen
Main Menu → Spec Sheet → Poly Pen
Operation 1.Select the Poly Pen tool according to the Location above. 2.Click your mouse button where you want the segment to begin. 3.Continue to click your mouse for additional segments. 4.To complete the segment, double click on the last point. 5.To make a shape, click on the first point that you set.
To draw a curved line, hold down 'Shift' key in your keyboard when you set a point.
To constrain poly line angle to multiple 45 degrees, hold down the Shift key ,then vertical, horizontal, and diagonal guide lines appear.
294 | Spec Sheet
2 Edit Sketch Line You can copy or delete sketch lines and change it to a different location, color, thickness and type.
1 Select and Move Sketch Line Objective To move a Freeform curve and poly line.
Location
●
●
Mode Toolbar → Edit Pen
Main Menu → Spec Sheet→ Edit Pen
Operation ●
Move a Freeform curve.
1.Select the tool according to the Location above. 2.Select a freeform curve by clicking it ,then the color of curve turns green. 3.Drag the selected curve while holding down your mouse button and release your mouse where you want to put it. ●
Move Poly Line
1.Select the tool according to the Location above.
Spec Sheet | 295
2.Select a point or segment, then the selected one turns green. 3.Click and drag the green point or segment and release your mouse in the place where you want to put it.
To select multiple segments, drag your mouse over segment or hold down 'Shift' key in your keyboard.
To select the shape composed of ploy lines, double click on its point or segment
2 Copy Skech Line Objective To copy or mirror copy a sketch line.
Location
●
Main Menu→ Spec Sheet → Edit Pen
Operation ●
To copy Sketch Line
1.Select a sketch line. 2.Click your right mouse button on the sketch line then a menu tab pops up. 3.Select 'Copy' and click your right mouse button again. 4.Select 'Paste' from the pop-up menu. 5.Copied green sketch line will follow your mouse cursor then click on the space where you want to put it.
You can press 'Ctrl+C' to copy and 'Ctrl+V' to paste it.
●
To mirror copy Sketch Line
1.Select a sketch line.
296 | Spec Sheet
2.Click your right mouse button on the sketch line then a menu pops up. 3.Select the 'Copy' and click your right mouse button again. 4.Select 'Mirror Paste' from the pop-up menu. 5.Copied green sketch line will follow your mouse cursor then click on a space where you want to put it.
You can press 'Ctrl+C'to copy and 'Ctrl+R' to mirror paste it.
3 Edit Sketch Line Property You can change a sketch line to a different color, thickness and type.
1 Thickness Location
●
Mode → Property Editor
If you select the Edit Pen
tool in the
Mode Toolbar, the property related to
Mode shows
in the property Editor.
Operation 1.Select the Edit Pen
tool.
2.Select a sketch line. 3.Select the Thickness in the Property Editor. 4.Adjust the line thickness by changing its value. The value range is from 1 to 10
2 Line Type Location
●
Mode → Property Editor
If you select the Edit Pen
tool in the
Mode Toolbar, the property related to
Mode shows
in the property Editor.
Spec Sheet | 297
Operation 1.Select the Edit Pen
tool.
2.Click on the Line Type in the Property Editor 3.Open the drop-down menu by clicking the arrow button
.
4.Change your line type by clicking 'Normal Line' or 'Dotted Line'.
3 Color Location
●
Mode → Property Editor
If you select the Edit Pen
tool in the
Mode Toolbar, the property related to
in the property Editor.
Operation 1.Select the Edit Pen tool. 2.Select a sketch line. 3.Click on the
button located next to the 'Color' tab in the Property Editor.
4.Choose a color in the 'Select Color' window poped up. 5.Click on the 'OK' button.
4 Delete Sketch Line Location
298 | Spec Sheet
Mode shows
●
●
Mode Toolbar → Edit pen
Main Menu → Spec Sheet → Edit Pen
Operation ●
To delete freeform curve
1.Select the Edit pen
tool according to the Location above.
2.Select freeform curve that you want to delete. 3.Click your right mouse button on the freeform curve turned green. 4.Select the 'Delete' from the pop-up menu. ●
To delete Poly Segment or Point
1.Select the Edit pen
tool according to the Location above.
2.Select a segment or point that you want to delete. 3.Click your right mouse button on the freeform curve turned green. 4.Select the 'Delete Point' to delete a point or 'Delete Line' to delete a segment from the pop-up menu.
10.3 Comment The Comment Window can be used to communicate efficiently along with sketch line. It delivers your message through text with detailed instruction. You can change the Comment Window to the different sizes and locations ,and make a pointer attached to the Comment Window to pin point.
Spec Sheet | 299
There are three different modes in the Comment Window ; Edit Text Mode, Edit Comment Window Mode, and Normal Mode.
1 Create Comment Window. Location
●
●
Mode Toolbar→ Comment
Tool
Main Menu → Spec Sheet → Comment
Tool
Operation 1.Select the tool according to the Location above. 2.Click your right mouse button in the 3D Avatar Window where you want to place the Comment Window.
2 Input Comment Operation 1.Type a text when a cursor is blinking in the Comment Window. 2.After finishing your message, click the 'OK' button in the Comment Window. If you click the 'Cancel' button in the Comment Window, your message that you typed will be deleted.
3 Edit Comment Property You can change the text that you enter in the Comment Window to a different font, size, or color, and emphasize it.
300 | Spec Sheet
1 Font Operation 1.Change the Comment Window to the Edit Text Mode. 2.Select texts that you want to change its font by clicking and dragging your mouse. 3.Select a font that you want to apply from the drop-down menu in the first tab of the Comment Window.
2 Font Size Operation 1.Change the Comment Window to the Edit Text Mode. 2.Select texts that you want to change its size by clicking and dragging your mouse 3.Choose a size that you want to apply from the drop-down menu in the second tab of the Comment Window.
Spec Sheet | 301
3 Font Color Operation 1.Change the Comment Window to the Edit Text Mode. 2.Select texts that you want to change its color by clicking and dragging your mouse. 3.Click on the third tab in the Comment Window. 4.The 'Select Color' Window pops up. 5.Choose a color that you want to apply from the color palette.
4 Font Style Operation 1.Change the Comment Window to the Edit Text Mode. 2.Click and drag text to select it. 3.Click on the tab at the right side of the Comment Window to emphasize, oblique, underline or cancel the font.
302 | Spec Sheet
5 Edit Comment Window You can change the Comment Window to the different size and location. You can also create a pointer connected to the Comment Window to pin point.
1 Change Location of Comment Window Operation 1.Change the Comment Window to the Normal Mode. 2.Hover your mouse cursor over the Comment Window then the Comment Window becomes Edit Comment Window Mode. 3.Move your mouse cursor to the grey Comment Window tab. 4.Click and drag the grey tab to move it.
2 Change a size of the Comment Window. Operation 1.Change the Comment Window to the Normal Mode. 2.Hover your mouse cursor over the Comment Window, then the Comment Window changes to edit mode. 3.Move your mouse cursor to the bottom right corner of the Comment Window 4.Your mouse cursor changes to a double sided arrow, then left mouse click and drag. 5.Release your mouse.
Spec Sheet | 303
3 Delete Comment Window. Operation 1.Hover your mouse cursor on the Comment Window, then the window changes to the edit mode. 2.Click on the
button.
6 Set Pointer The Pointer is used to pinpoint where your message in the Comment Window is referred. You can create multiple pointers in different length from the any side of the Comment Window.
1 포인터 생성 Objective To create a pointer from the Comment Window.
Operation 1.Change the Comment Window to the Edit Comment Window Mode. 2.Hover your mouse cursor over the Comment Window. 3.Click and drag your mouse out of the window at the bottom left corner
4.An arrow
of the Comment Window.
appears and follows your mouse.
5.Stop dragging and release your mouse button where you want to set the pointer.
You can create multiple pointers from a Comment Window.
304 | Spec Sheet
2 Edit Ponter Objective To move a pointer.
Location
●
●
Mode Toollbar→ Edit Pen
Main Menu → Spec Mode → Edit Pen
Operation 1.Select the Edit Pen tool according to the Location above.
3 Delete Pointer Objective To delete a pointer.
Location
●
Mode Toolbar → Edit Pen
Spec Sheet | 305
●
Main Menu → Spec Sheet → Edit Pen
Operation 1.Select the Edit Pen tool according to the Location above. 2.Click on the gray point at the end of arrow head, then it tuns baby blue. 3.Click on the 'Delete' from the pop-up menu appeared by clicking your right mouse button on the point. You can press 'Delete' key on your keyboard to delete the selected pointer.
4 Save Spec Sheet Spec Sheet is saved automatically when saving a garment assigned to the Spec Sheet. Also it is loaded automatically when you open the garment. Please refer the link below to know how to open and save garment files. http://ec2-107-21-80-42.compute-1.amazonaws.com:1975/71d153b7f2c433ca#0f0002a30a75b364
5 Delete Spec Sheet Objective To delete Spec Sheet in the Spec Sheet List Window one by one or all at once.
Location
●
Avatar Window Toolbar →
tool → Spec Sheet List Window →
tool ( Deleting one
sheet by one sheet) ●
Avatar Window Toolbar→
tool → Spec Sheet List Window →
Operation ●
To delete Spec Sheet one by one using "Delete" tool.
1.Select Spec Sheet to delete in the Spec Sheet List Window. 2.Select
tool as shown in the Location
3.Selected Spec Sheet is deleted.
306 | Spec Sheet
tool (all sheets at once)
●
To delete Spec Sheet all at once using "Clear" tool.
1.Select
tool as shown in the Location.
2.All Spec Sheets are deleted.
Spec Sheet | 307
Rendering
11. Rendering
11.1 Rendering with Octane Rendering is used in CLO3D/MD to make the garment appear realistic and beautiful. Currently, CLO3D adopts Octane Render as its plugin. In order to utilize this menu, you need to purchase Octane Render at www.refractivesoftware.com.
Rendering | 309
Rendering with Octane
310 | Rendering
1.Adjust the values of Specular Color and Shininess to 0 to prevent the texture from becoming too shiny. 2.Click "Render > Render with Octane" from the main menu 3.Click
(Search) button from "Path > Octane Executable Path" in the popup
window to find an Octane executable file. Set a location to save the image. Then, set image, avatar, and background using the guideline below.
Division Image
Description Direction
Set the direction of the image either vertically or horizontally.
Aspect Ratio
Set the aspect ratio among preset values.
Rendering | 311
Division
Description Resolution
Set the resolution of the image. Both the width and depth will change according to the resolution.
Width
Set vertical and horizontal pixel
Height
values. If you set pixel values here, width and depth values set above might change.
Sample
Set the degree of precision of the rendering process. Generally, 720x 429 image (low resolution) sampled with 1000 (high precision). Because it takes longer time to render an image with high precision, images with high resolution are sampled with low precision. Images with high resolution do not necessarily need high precision value to improve their quality.
Avatar and Scene
Avatar
Set whether to render the skin of the avatar to resemble human flesh or manikin or not render the skin at all.
Scene
Set whether to have background and light.
Use Specular Map
Use Specular Map to set glittering effect to some parts of the garment.
Exit Octane after Render
Exit
Octane
automatically
after
Rendering is done and image is saved.
312 | Rendering
3D Environment
12. 3D Environment
12.1 Transforming Gizmo Axis To allow pattern design in various direction, CLO 3D/MD provide "Screen Coordinate Gizmo". It is also possible to choose from Local Coordinate Gizmo and World Coordinate Gizmo.
Changing Gizmo Click right mouse button in the avatar window to choose a type of Gizmo from "Gizmo" menu. Screen Coordinate Gizmo The Gizmo set by default in CLO 3D/MD, Screen Coordinate Gizmo follows the axis of the camera. When the camera faces the avatar directly, Gizmo's horizontal axis points to avatar's sides. However, when it faces avatar's right side, Gizmo's horizontal axis points to avatar's back.
3D Environment | 313
Local Coordinate Gizmo The axis of the Gizmo is set according to the specific direction of each object. This Gizmo is generally used to design pose of the avatar in X-ray mode.
World Coordinate Gizmo The axis of the World Coordinate Gizmo are the reference axis of the 3D space within the avatar widow.
12.2 Setting Wind Effect You can set wind effect in the avatar window to display the garment with the wind. It is possible to set different kinds of winds by adjusting Strength, Decay, Frequency, and Turbulence.
314 | 3D Environment
Setting Wind Effect Click right mouse button and select "Wind > Simulate Wind" in the avatar window. When you click (Simulate) button, the wind blows in the avatar window.
Setting Wind Direction Click right mouse button and select "Wind > Show Wind" in the avatar window Then select conical shaped "Wind Object" and set the direction and position of the wind.
Setting Wind Property Click right mouse button and select "Wind > Wind Properties" in the avatar window. Then set wind properties in the Property Editor. Division
Description
Active
Check to activate wind
Type
Choose between the two types of wind *Spherical: wind blows in every direction from the wind controller. *Planar: wind blows only in the set direction regardless of the wind controller.
Strength
Set the strength of the wind. Higher the value, stronger the wind.
Decay [0~ 100]
Set the distance to which the wind effects. The wind
3D Environment | 315
Division
Description draws an arc and decays according to the set value.
*When Decay is set to 0, the wind blows straight infinitely. Frequency (s)
Set the frequency of the wind. According to the set seconds, the wind becomes weaker and stronger regularly.
*When Frequency is set to 0, the wind blows constantly with the same strength. Turbulence [0~100]
Set the turbulence of the wind. The wind becomes more turbulent with higher Turbulence values.
12.3 Setting Ground Set the height and collision processing of the ground
Ground Height 0 mm
Ground Height 600 mm
Setting Height and Collision Processing of the Ground
316 | 3D Environment
1. Click right mouse button and select "Simulation Properties" in the avatar window. 2. Set Ground Height and Ground Collision following the guideline below.
Ground Collision Set to have the ground within the avatar window. When Ground Collision is checked off, the garment falls infinitely into space. Ground Height Set the height of the ground
12.4 Changing Background Image Background Image Click right mouse button and select "Load Background Image" in the avatar window to load an image as the background image.
Background Color
3D Environment | 317
Click right mouse button and select "Change Background Color" in the avatar window to change the bac kground color. In the "Select Color" popup window that follows, you can set the transparency of the back ground by using "Aloha Channel". Please refer "3D Environment > Avatar Window Screen Capture" for m ore details.
Show Background Image Click right mouse button and check or check off "Show Background Image" in the avatar window.
12.5 Avatar Window Screen Capture You can save the image in the avatar window as a PNG format file with or without the background using this menu. In order to save without the background, make the background transparent.
Show Avatar Window Size Click "Window > Show Avatar Window Size" in the main menu to show the pixel values of the avatar window.
318 | 3D Environment
Avatar Window Screen Capture Click "Window > Avatar Window Screen Capture" to save the image in the avatar window as a PNG file.
Avatar Window Screen Capture with Transparent Background Color 1. Click right mouse button in the avatar window and check off "Show Background Image". Click right m ouse button again in the avatar window and select "Change Background Color." In the "Select Color" win dow, adjust "Alpha Channel" value to 0.
2. Then click "Window > Avatar Window Screen Capture" to save the image with transparent backgroun d.
12.6 Setting Light Adjust the position, brightness, and color of the light
Setting Light Click right mouse button and select "Light > Show Light" in the avatar window. Then select the light obje ct that appears between the avatar's legs and adjust the color and brightness of the light in the Property Editor.
3D Environment | 319
Setting Light Using Light Preset Click right mouse button and select "Light > Light Preset" and choose from the preset values in the avatar window.
12.7 View as Analgyph Image
When viewed with cross-view prismatic glasses, after "Render in 3D Stereo", the image appears even more 3-dimensional.
320 | 3D Environment
Render in 3D Stereo Click right mouse button and select "Render in 3D Stereo".
12.8 Changing Camera View You can change a viewing method between Perspective and Orthographic. Perspective method has distortion according to distance and angle, and Orthographic method does not have any distortion. It is possible to select from 'Front,' 'Back,' 'Right,' 'Left,' 'Top,' 'Bottom.' to view the avatar from different angles.
Setting Perspective
CLO 3D/MD sets the viewing method to "Perspective" by default.
Click "Environment > View > To Orthographic" from the main menu to view the avatar without any distortion.
3D Environment | 321
322 | 3D Environment
Window
13. Window
13.1 Display “Avatar Window” Dimension Show Avatar Window Size
13.2 Screen-capture “Avatar Window” To save the “Avatar Window” as a PNG image
Capture “Avatar Window” Select the Capture Avatar Window tab in the “Window“ drop down menu
Capture as Transparent Background 1.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.
Window | 323
2.In the popup menu, select the Change Background Color tab. Enter 0 in the Alpha Channel value in the window that follows.
3.Then select the Capture Avatar Window tab in the “Window“ drop down menu
13.3 Changing the Background of the “Avatar Window” Change Background Texture Right-click on the background of the Avatar Window to activate the popup menu. Select the “Load Background Texture” tab.
324 | Window
Change Background Color Right-click on the background of the Avatar Window to activate the popup menu. Select the “Change Background Color” tab.
Show Background Texture Right-click to activate popup menu. Turn the “Show Background Texture “tab on/off display/hide the background texture.
Window | 325
What's New?
14. What's New?
14.1 4.27 (2013-05-18) Added Smart Zoom in 3D Avatar Window (The shortcut is "F"). To activate this function, you should uninstall the previous version and reinstall the 4.27.
●
●
You can open Garment(.pac, .zpac) / Project file (.zprj) in Windows file browser.
●
Garment/Project file Drag & Drop
Fixed ●
Sometimes the start or end frame is not aligned
●
The first frame of MDD cache is not loaded
●
Avatar animations are deactivated when switching from Simulation mode to Animation mode.
●
Time range of Garment Animation data is not loaded correctly when loading Project file.
Improved ●
Smart zoom in/out in 2D Pattern Window
Smart zoom and pan in 3D Avatar Window. Try to enter "F" key after selecting any pattern or object in 3D for zooming and rotating based on the pattern/object. To activate this function, you should uninstall the previous version and reinstall the 4.27.
●
●
Free Sewing interface. Selecting line is now highlighted.
●
Pattern name is saved in OBJ file as "object name".
What's New? | 327
14.2 4.00 (2013-01-04) Added ●
Sketch and Comment (CLO 3D Only)
●
Stitch (CLO 3D Only)
●
Measure(CLO 3D Only)
●
3D Undo
●
Pattern Cloning(CLO 3D Only)
●
New "Trace" function.(CLO 3D Only)
●
Unit Change (cm, inch, mm)
●
Reset Selected Pattern Only(version 4.00 or obove).
Now Simulation Recording supports for any FPS (frames per second) vertex cache data(PC2, MDD, MC). It only supported 30 FPS in the previous version. ●
●
"Remove hair/shoes" function in Avatar Style window.(CLO 3D Only)
●
Stretch elastic more than 100% in Elasticity ratio.
●
One-click arrangement for multiple patterns
●
Remove All Pins in Selected Patterns
●
Flip Texture Horizontally/Vertically
●
Spanish
Changed Camera follows the objects imported in the OBJ and Point Cache file format when changing the camera view (Front/Back/Right/Left) ●
●
Pattern is copied in a 3D window in the last synchronized and simulated state.
●
ZPac save option becomes the default when saving a garment.
Fixed ●
The first two frames are duplicated when importing MDD cache data exported from Maya/3ds Max
●
Garment is stretched when moving patterns in 3D Avatar Window.
The draped garment shape sometimes becomes unstable when starting the simulation after editing operations. ●
●
Print Overlay color is darker in 3D Avatar Window than in 2D Pattern Window.
328 | What's New?
●
"Flip Horizontally" and "Flip Vertically" does not work for multiple patterns.
●
Portuguese language is not working.
●
Translation Input dialog sometimes does not work.
●
"Convert to Hole" does not work for multiple shapes.
●
Arrangement Point color does not change when selected.
●
The Start time is not set correctly when loading PC2 cache file.
●
Minor Animation Editor interface bugs.
●
Some DXF files are not loaded correctly or crashed (CLO 3D Only)
Garment does not fit to avatar after sizing the avatar, rearranging the Garment, and draping the Garment. (CLO 3D Only) ●
Improved ●
The first two frames are duplicated when importing MDD cache data exported from Maya/3ds Max
●
When copying patterns, the draped 3D shapes of patterns are also copied.
●
Simulation speed. 10-20% speed up. It depends on hardware spec.
Now the image always fits to the size of Print Overlay shape in spite of changing the Print Overlay size. ●
●
Now joints only can be selected in "X-Ray Joint" mode.
14.3 3.74 (2012-07-30) Added ●
1 to N Sewing (CLO 3D Only)
●
Snapping
●
An option to fix the aspect ratio when creating Print Overlay
●
An interface to select overlapped seam lines
●
Seam line selection by mouse drag
●
Seam line creation with Length-Input Dialog
●
Seam line length change with Length-Input Dialog
●
The length of seam line is displayed below the mouse pointer during creating the seam line.
●
A function to arrange two or more patterns at once by using the Arrangement Point
●
내부 링크가 잘못되었습니다.
●
Save/Load of Avatar file (.avt) including model, pose, motion, avatar sizing, bounding volume,
What's New? | 329
arrangement point. ●
Avatar Style Window (CLO 3D Only)
●
Turkish language
●
Portuguese(Brazil) language
●
Mac Installer
Changed ●
The image size always fits to the size of Print Overlay
●
Project file saves all the current scene including avatar, pose, motion, garment, animation.
●
More intuitive fabric material(texture, color, ambient, diffuse, specular) interface.
●
Auto Deactivation. The license is deactivated whenever the program closes.
Fixed ●
Often crashes when the internal lines are close to the boundary.
●
Often crashes when the internal lines are crossed.
●
Sometimes crashes when the seam lines are overlapped.
●
Sometimes crashes on draping.
●
Crashes when holes are completely overlapped.
●
"Freeze Pattern with Seam Lines" does not work for seam lines when Sync is off
●
Wrong error message (related to crack version) sometimes displays on Network License version.
●
Seam lines disappear on Avatar window when they are very close to the boundary.
●
Shrinkage, Thickness, Layer are not copied.
●
Some shortcut keys don't work.
●
Sometimes patterns fall down on draping process if they have folding lines.
●
Pins located on seam line don't work although they are displayed.
●
Garment file is not saved in the Project file on 64bit machine.
●
Crashes when loading an empty garment file.
●
Installation related problems solved. (MAC)
●
Language change does not take an effect (MAC)
●
Somtimes crashed during "split" operation. (MAC)
●
Message box display error (MAC)
●
Crashes on antialiasing mode (MAC)
330 | What's New?
●
Crashes on activate/deactivate license (MAC)
●
Sometimes "file open" dialog opens in the different folder from the latest folder (MAC)
Improved ●
The authentication stability of Network License version.
14.4 3.58 (2012-05-04) Added ●
Released Mac version. Installation Guide
●
Added "Pressure" property in Fabric Physical Properties so you can make balloons and padding jacket-
s. ●
Split the Property Editor into two tabs - Basic and Fabric
●
Can set the default Particle Distance of Pattern in Preference menu
Can load “Translation Dialog” by pressing “F1” key while moving points/lines. You can still load "Translation Dialog" by clicking right mouse button while moving points/lines.
●
●
Can swap cutting line and sewing line when exporting the pattern as DXF
●
Kid avatar (CLO 3D Only)
Changed ●
Newly created pattern pieces are always placed in front of the Avatar.
●
When changing the view to "Front", "Back", "Right" and so on, the camera always follows the Avatar.
Fixed ●
Sometimes crashes when internal lines are close to boundary line.
●
Sometimes crashes when lines cross each other.
●
Crashes in specific sewing configurations
●
Simulation lags whenever moving the mouse in Segment Sewing or Free Sewing mode.
●
Crashes on loading Scene&Prop file when there is no Avatar mode loaded.
●
When sizing up the pattern, the synchronized 3D garment can be extremely stretched.
●
Avatar's pose resets whenever changing a measurement parameter in Avatar Size Editor
●
Thumbnail image is not saved on certain PCs.
What's New? | 331
Changing the joint orientation does not take an effect immediately. It take an effect only when Simulation is on. ●
●
Crashes when saving and loading the garment with a pin on a pattern line attached to Avatar.
The values of Elasticity Ratio, Stretch/Shear/Bending in Property Editor are not refreshed when Undo ing(ctrl+z). ●
●
Pelvis of Avatar is not properly displayed on 3D Avatar Window in X-Ray mode.
●
Failed to import a certain OBJ file exported from Rhino.
Improved ●
Three-times more speed-up of Scene&Prop rendering
●
Interaction speed-up of 3D Sewing
14.5 3.52 (2012-02-28) Added ●
4 Freeze Pattern (above version 3.37)
●
3 Deactivate/Activate Pattern
●
6.4 Hide/show Seam Lines (Above version 3.37)
●
6.6 Sewing Thread Color Option (Avatar Window) (Above version 3.37)
●
1 Add Avatar
●
Pin synchronization between Avatar Window and Pattern Window
●
2 Attach Pins to Avatar (Version 3.37 and above)
●
Cloth Friction
●
Avatar Friction 4.6 Friction (Since 3.37 version)
●
Anisotropic Bending (Warp and Weft Bending Stiffness)
●
Nonlinear Bending (Buckling Ratio and Buckling Stiffness)
Self Collision Stiffness in Simulation Property. By increasing this value, you can alleviate the problem that the cloth bouces up and down too much during catwalk animation. ●
(for CLO 3D) Three Avatar models added (Western man, Eastern man, Eastern woman) Avatar Size Chart (H1)
●
Fixed ●
Line crossing. Now internal lines can cross over the border line. Internal lines can cross themselves. 2
332 | What's New?
Create Internal Line/Shape Simulation mode(Normal, Complete, Best) is not applied during Draping. Now change the simulation mode to Complete if it is hard to drape the multi-layered garment.
●
Updated & Improved ●
Fabric physical property presets
●
Draping of garment with folding lines. Now first fold the patterns and sew the pattern pieces.
●
(for CLO 3D) Pose save/load for the sizable Avatar.
What's New? | 333
Installation Guide for CLO 3D / Marvelous Designer Network Version in the Internet Environment
Appendix A. Installation Guide for CLO 3D / Marvelous Designer Network Version in the Internet Environment This document explains on how to set up CLO 3D/Marvelous Designer Network Version in the internet environment. Note that you don't need to follow the procedure below when a Server PC and Client PCs are under the same local network environment. For this case, all you have to do is plug the Dongle Key into a Server PC. Then you can run the CLO 3D or Marvelous Designer on any PCs under the same local network as the Server PC located without any extra settings.
Server PC indicates the PC that you are to plug in the dongle key. Client PC indicates the PC that you are to run CLO3D or Marvelous Designer.
This manual is divided into the following sections: 1.Preparation 2.Set-up procedure on Server PC 3.Set-up procedure on Client PC
A.1 Preparation 1.A USB Dongle Key CLO 3D / Marvelous Team will provide you with the dongle key directly by mail. 2.CLO 3D or Marvelous Designer Network Version Installer CLO3D / Marvelous Team will provide you with this installer by e-mail.
A.2 Set-up Procedure on Server PC 1. Plug the dongle key in the Server PC and install the HASP Driver to start up the dongle key. The CLO 3D or the Marvelous Designer Network Version Installer includes the HASP Driver and it’ll be automatically installed during the software installation. Therefore, all you have to do is run the CLO 3D or Marvelous Designer Network Version Installer.
2. Make sure that the Port 1947 is open in the firewall. Once you install the HASP Driver, the Port 1947 becomes open, however, sometimes it isn’t open in the certain PC configuration. In this case, you should go to the firewall setting and make the Port 1947 open manually. The Port 1947 is being used for communicating between the Client PC and dongle key in the Server PC in order for Client PC to get an authentication. The setting method varies by the types of firewall, so please ask a help to the network manager in your company/organization.
3. Make sure that the local IP address of the Server is not dynamic but static. In general, the local IP is allocated dynamically by the Router whenever it restarts unless you set your local IP as "static". If you don't set the local IP as static, you have to repeat changing the IP in the following "port forwarding" procedure. Therefore, we strongly recommend you to set your Server’s local IP as "static". For this task, please ask a help to the network manager in your company/organization.
4. Port-forward the Port 1947 for TCP and UDP of the Server's Local IP in the Router setting. By this Port-forwarding(http://en.wikipedia.org/wiki/Port_forwarding), you can have the data sent from Client/Server transmitted to Server/Client through the Port 1947. The Port-forwarding method varies by the types of Router, so please ask a help to the network manager in your company/organization or refer to the link(http://www.wikihow.com/Set-up-Port-Forwarding-on-a-Router).
A.3 Set-up Procedure on Client PC 1. Run the CLO 3D/Marvelous Designer Network Version Installer.
336 | Index
2. Make sure that the Port 1947 is open in the firewall. Once you install the HASP Driver, the Port 1947 becomes open. Sometimes, however, it isn’t open in the certain PC configuration. In this case, you should go to the firewall setting and make the Port 1947 open manually. The Port 1947 is being used for communicating between the Client PC and dongle key in the Server PC in order for Client PC to get an authentication. The setting method varies by the types of firewall, so please ask a help to the network manager in your company/organization.
3. Set the external IP of the Server on the Dongle Key Configuration so that the software can reach the Server for the authentication. This can be done through the Sentinel Admin Control Center which is automatically installed when the HASP Driver is being installed. 1) Click on the following link http://localhost:1947 and connect to the Sentinel Admin Control Center. 2) Click on "Configuration" (red box) as depicted in the below image.
3) Click on "Access to Remote License Managers" in the third tab.
Installation Guide for CLO 3D / Marvelous Designer Network Version in the Internet Environment | 337
4) Please make sure to check on "Aggressive Search for Remote Licenses" and to put the external IP address of the Server PC on "Specify Search Parameters" (note that external IP is different from the local IP mentioned in the "Set-up Procedure on Server PC"). You can see the external IP of the Server PC by visiting the website http://www.whatismyip.com/ on the Server PC.
For any help in general, please refer to this link: http://localhost:1947/_int_/ACC_help_index.h tml. You must install the HASP Driver prior to see those help pages.
338 | Index
License Key Update
Appendix B. License Key Update
This documnet describes how to set the dongle key when the HASP Key users want to update their dongle key info. The C2V file is a file that the user sends to the CLO Suppot Team, and V2C file is the one that CLO Support Team sends to the user. Through this method, users can update their account info, Product type, the number of license without chaning HASP dongle key.
B.1 Windows PC 1 Preparation HASP Dongle Key Update_License.exe file C2V file V2C file
2 License Key Update Procedure 1 Creating a c2v file 1) Plug in the HASP Key to the PC that needs to be updated. 2) Run the file, Update_License.exe. Or download it from Here
3) Click on the button, Collect Information to create c2v file, and send it to the CLO Support Team. If successful, you'll see this following message.
340 | License Key Update
2 Updating a License Key using v2c file 1) Download the v2cfile sent from CLO Support Team. 2) Select ‘Apply License Update’.
License Key Update
| 341
3) Click the button a below.
342 | License Key Update
4) Click the v2c file sent from CLO Support Team.
License Key Update
| 343
5) Click the button 'Apply Update'.
344 | License Key Update
6) If everything went well, you'll see the message as below.
License Key Update
| 345
3 Double checking on updatd License Key 1) If all procedures went alright, you can confirm if it is working out. 2) Open Web Browser http://localhost:1947 and make sure that all information is in this part.
346 | License Key Update
3) Click 'Features’ when you see key info.
License Key Update
| 347
4) Make sure that the red box part has been changed to the number you wish.
B.2 Mac Coming Soon
B.3 Linux Coming Soon
348 | License Key Update
Installing HASP Driver manually
Appendix C. Installing HASP Driver manually
This document describes the method how to intall the HASP Driver manually when it is uninstalled. When you see the following error message, saying 'Unable to access Sentinel HASP Run-time Environment(H0033)', you need to install the HASP Driver in your computer. Figure C-1
The Error Message when uninstalled HASP Driver
Preparation Download the HASP Driver link in a way that is appropriate to your Operating Sytem. (See below link)
C.1 Windows 1 Installating Driver 1. To install the HSP Driver, Download the driver from the following link : HASP Driver DownLoad 2. Enter "cmd" at the Start > Run Window
3. Drag and drop the downloaded file, haspdinst.exe to CMD window to register. The route will be registered automatically like below image. See the red underlines in the below image. Type C:\Corresponding route\haspdinst.exe -I , then hit "Enter" button to complete the driver installation.
4. To make sure that you installed HASP Driver appropriately, Go to http://localhost:1947 and check that you see below image. If you see the following image, it's installed correctly.
Sentinel Admin Control Center
350 | Installing HASP Driver manually
When these below error messages pop up, delete and reinstall the driver.
Installation Failure Message.
The below error message is appeared when the driver cannot communicate the HASP key smoothly.
2 Deleting Driver 1. To install the HSP Driver, Download the driver from the following link :
Installing HASP Driver manually | 351
HASP Driver : HASP Driver DownLoad Driver Remove Tool : Driver Remove Tool DownLoad 2. Enter "cmd" at the Start > Run Window
3. Drag and drop the downloaded file, haspdinst.exe to CMD window to register. The route will be registered automatically like below image.C:\Corresponding Route\haspdinst.exe -purge -r, then hit "Enter" button to complete the driver installation.
352 | Installing HASP Driver manually
4. Among the Remove Tool files, run aksinstdel_windows.exe and enter "Y" to complete.
1 Deleting Driver and related files 1. Delete the file, hardlock.sys in the C:\windows\system32\driver
Installing HASP Driver manually | 353
2. Run Device Manager
354 | Installing HASP Driver manually
3. Check "Show Hidden Devices" and delete Hardlock of non Plug and Play Drivers. After deleting, it would show before rebooting. You should restart your PC after all procedures.
Installing HASP Driver manually | 355
356 | Installing HASP Driver manually
4. After restarting your system, you may see below window to ask if HASP needs to be installed in your system. Hit Cancel in this window.
C.2 Mac 1. Download Driver to start installation. ●
OS Version 10.6 (SnowLeopard) and below :
HASP Driver DownLoad ●
OS Version 10.7(Lion) and above:
ftp://ftp.aladdin.com/pub/hasp/Sentinel_HASP/Mac/Sentinel_LDK_RTE_Installer.dmg
If you see the error message like below image, it's the case that the wrong driver version has been installed. So, you need to remove it with the following direction and reintall the correct version of HASP Driver.
Installing HASP Driver manually | 357
How to Delete Old Driver and Install new Driver 1. Take out the HASP USB key. 2. Uninstall the HASP Driver 3. Run Terminal.app and below command. sudo rm –rf /etc/hasplm sudo rm –rf /var/hasplm 4. Reboot your MAC. 5. Install 10.7 Version of HASP Driver. To make sure that you installed HASP Driver appropriately, Go to http://localhost:1947 and check that you see below image. If you see the following image, it's installed correctly.
358 | Installing HASP Driver manually
Sentinel Admin Control Center
5. Install 10.7 Version of HASP Driver.
In GUI Screen Force un-install the previous driver package (even if it’s the same version) The setup package includes a un-installation process, it’s always recommended when updating drivers. Launch the RTE 6 setup and choose: “Uninstall Sentinel Runtime Environment” Then in the next window proceed with the “Uninstall” button After the un-installation process it will ask you to remove manually two folders: Usually it’s not really necessary and you can already install the setup again. But if you still have issues remove again the package and remove these two folders. (See section *Remove folders manually* at the end of my email) Let me know if you manage to solve it too, else we’ll try another way.
In the Terminal You can do it with the program “Terminal”. Take care with this, be sure to type the commands exactly as they are, if you feel unconfident please ask
Installing HASP Driver manually | 359
to a IT technichian. Open “Terminal” and type: sudo bash It will ask for the administrator password, type it and press enter. Then navigate to the root folder by typing: cd / And press enter Now you can delete the two folders: Type rm –rf /etc/hasplm And press enter Type rm –rf /var/hasplm And press enter Now you can close the Terminal utility 3. To make sure that you installed HASP Driver appropriately, go to http://localhost:1947 and check if you see below image. If you see the following image, it's installed correctly. Sentinel Admin Control Center
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C.3 Linux C.4 Q&A related to Error Messages 1 Unable to access Sentinel HASP Run-time Environment(H0033) 1 Cause of Error This error massage occurs when HASP driver is installed improperly in your PC. To check if the HASP driver is installed properly in your PC , type http://localhost:1947 or http://127.0.1: 1947 in a browser and see if the following image shows up. If you can not see the image below, it means that the HASP drive is not installed properly. Figure C-2
ACC_Home
2 Solution Download HASP driver from the link below and install it. Window PC : HASP Driver DownLoad Mac PC : HASP Driver DownLoad
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2 Sentinel HASP key not found (H0007) 1 Cause of Error ●
When HASP key is not inserted.
When a dongle for the Standalone license is inserted in a place where a dongle for the Network license should be. ●
With the Network license, when the Client PC could not recognize the Server PC where a dongle is inserted.
●
2 Solution 1 When the HASP Key is not inserted. Insert the HASP Key. Note that -The dongle for the Standalone license is in purple. -The dongle for the Network license is in red.
2 When a dongle for the Standalone license is inserted for the Network license. If you inserted the purple dongle, switch to the red dongle.
3 When the Client PC could not recognize the Server PC where a dongle is inserted. 01 In case the intranet of the Server PC and the Client PC are different (in different IP zone) See the CLO3D/MD2 manual appendix A to set up In the Server PC 1. Check if the 1947 Port is open. This port is to communicate the software installed in a Client PC with the dongle in a Server PC. 2. Check if the Local IP of Server is static. The Local IP of Server should be in static because port forwarding is needed. 3. Access to Switch/Router (eg. 192.168.0.1 in web browser) 4. Port forward 1947 port for TCP/UDP protocal of Server Local IP. Ask a network expert for help when you set up port forwarding and open port in the firewall.
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In the Client PC 1. Access to the ACC(http://localhost:1947) 2. Enter the IP of Server PC 3. If the red dongle is confirmed in the network, it is done. 02 In case the intranet of Server PC and Client PC are the same. (in the same IP zone) See the CLO3D/MD2 manual appendix A to set up. In the Client PC 1. Access to the ACC(http://localhost:1947) 2. Enter the IP of Server PC 3. If the red dongle is confirmed in network, it is done. 03 In case any of the above methods does not work. Your LAN could be the problem so try to change the old LAN to a new LAN.
3 Communication error between local and remote Sentinel HASP License Managers(H0040) 1 Cause of Error This error message occurs when the Server PC and the Client PC could not communicate with each other.
2 Solution 1. Enter "services.msc" in the execution window. Figure C-3
실행
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2. Check if Sentinel Local License Manager is "getting started" in the service window. If the status is not "getting started", click your right mouse button and choose "Start". then restart your computer. Figure C-4
서비스
3. If you still have problem, check if the version of HASP driver in the Server PC and the Client PC is the sa me. If they are different, make their version the same. You can get the version information from the image below. Figure C-5
ACC_Diagnostics
364 | Installing HASP Driver manually
4. If any of the above methods does not work, ask a network expert for help to know communicating sta tus between ports such as Server and Client. 5. Check if 1947 port is occupied by other service or not.
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The Feature differences of Marvelous Designer 2 and CLO3D
Appendix D. The Feature differences of Marvelous Designer 2 and CLO3D
1. Marvelous Designer Target : Entertainment industries such as game, film and school related to entertainment. - NO Changing avatar size available. - NO Import/Export DXF-AAMA available
2. CLO 3D Target: Fashion industries such as garment manufacturer, designer who is using pattern file for the garment and school related to fashion. - Avatar sizing Feaure available - See the video http://clo3d.com/?p=2732 - Import/Export pattern DXF-AAMA available Regarding theCLO3D price and demo version, please contact at
[email protected].
How to open TCP/IP port in the Firewall
Appendix E. How to open TCP/IP port in the Firewall
This document describes how to open TCP/IP port manually in the Firewall in case CLO3D/MD can not access to our online authentication server to verify your CLO3D/MD license in normal internet environment. If you see the error message shown below when you start running CLO3D/MD, you should open TCP port and UDP port in the firewall.
If you use Windows, open the 5243 port. If you use Mac or Linux, open the 5245 port.
E.1 Run a Firewall on your computer Click on the 'Start' button
or press the 'Window key' on your keyboard.
1 Select the 'Control Panel' from the Start menu. 2 Select the 'System and Security' from the Control Panel menu.
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3 Select the 'Windows Firewall' from the System and Security menu.
4 Select the 'Advanced Setting' from the Windows Firewall menu.
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E.2 Setting Inbound Rules 1 To open the TCP port 1 Select the 'Inbound Rules' from the Advanced Setting menu.
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2 Click on the 'New Rules' at the Actions tab.
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3 Select the 'Port' from the New Inbound Rule Wizard pop-up window and then click Next button at the bottom of window. .
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4 Select the 'TCP(T)' ,and type 5243 for Windows and 5245 for Mac &Linux in the Specific local ports.
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5 Select the 'Allow the connection' and click the Next button.
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6 Make sure that all options are selected and then click on the 'Next' button.
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7 Type a rule name and description if needed, and hit the 'Finish' button.
2 To open UDP port The process opening the UDP port is the same as the process of opening TCP port except choosing UDP instead TCP at the 4th step.
E.3 Outbound rule The process of Outbound rule is the same as the process of Inbound rule except selecting 'Outbound rule ' instead 'Inbound rule' in the first step.
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How to set up client PCs for CLO 3D/MD network version in the same intranet.
Appendix F. How to set up client PCs for CLO 3D/MD network version in the same intranet.
This document explains the process of how to set up clients PCs(PC that you want to run software) when server PC (PC that you plug in HASP key) fails to recognize its client PCs in the same intranet.
F.1 Check if the HASP Drive is installed in your server PC. You should check if the HASP driver is installed properly in server PC as follows. 1. Type http://localhost:1947 in your browser and see if ACC(Sentinel Admin Control Center) appears. 2. If the ACC page is not shown up, install HASP Driver accoring to the intruction below. HASP installation guide Figure F-1
ACC_Page
F.2 Setting up the location of network dongle key manually in the ACC page. 1.Open ACC page ( http://localhost:1947 ) 2.Click on the "Configuration" Figure F-2
ACC_Configuration_1
3.Click on the "Access to Remote License Managers"
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Figure F-3
ACC_Configuration_2
1.Check mark on the "Aggressive Search for Remote Licenses" option 2.Enter the IP address of server PC in the "Specify Search Parameters" box. 3.Click on the "Submit" button
To get the ID address. 1, Click on the Window Start button 2.Type 'cmd' on the search box. 3. Click on the cmd.exe then DOS winodw pops up. 4. Type 'ipconfig' Reference site: http://www.ghacks.net/2011/05/17/network-troubleshooting-basics-the-ipconfig-command/
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Figure F-4
ACC_Configuration_3
4.The HASP key icon will be shown up on the page as shown below in 10 seconds.
If the HASP key does not appear on the screen, it means that the server and client is not in the same intranet. If so, follow the instruction below and try again the process above. Appendix A. Installation Guide for CLO 3D / Marvelous Designer Network Version in the Internet Environment
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Figure F-5
ACC_Sentinel_Keys
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