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CLO Virtual Fashion Inc.

Marvelous Designer 2
&
CLO 3D 2011
Manual

Last Updated: 2011-02-24

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

[A]

[A]

and * marked

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

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

Installation Guide ...................................................................................... 1


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

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

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

Guide for DAZ Studio & Poser Users............................................................ 38


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

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

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

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

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

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

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

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

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

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

Installation Guide
Installation
1.

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

Recommended System Requirements:

OS: Microsoft Windows XP/Vista/7 32/64bit


CPU: Pentium i7 Series
GPU: Nvidia Geforce GTX 460(desktop), Nvidia Geforce 460M (laptop)
RAM: 4GB

Minimum System Requirements:

OS: Microsoft Windows XP/Vista/7 32/64bit


CPU: Pentium 4 3GHz
GPU: Nvidia Geforce 210(desktop),Nvidia Geforce310M(laptop)
RAM: 2GB

Links for Updating Graphic Card Driver:


[ NVIDIA Driver Download ]
[ ATI Driver Download ]
[ INTEL Driver Download ]

2.

Run the installation file.

3.

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

4.

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

5.

Choose an installation location.

6.

Choose a Start Menu Folder.

7.

Wait while the program installs the files.

8.

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

9.

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

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

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

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

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

[Operation]
Click Setting>Deactivate License.

Click Yes

Deactivate License

Enter your ID and Password and click Deactivate.

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

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

Deactivate License
Restart the software to apply the change.

Environment
Window and Pane

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

Arrangement of Patterns

Simulation

Recording Animation

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

Drawing Patterns

Sewing

Setting Textures

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

Scene

it is showed up in the Object Browser.

Change the material of cloth in Avatar


Window.

Material

Add and Edit the arrangement points.

Arrangement Point

Add

and

edit

bounding volumes.

Arrangement BV
(Bounding Volume)

the

arrangement

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

It shows entire length of a

Shape

shape.
You

can

particle(mesh)

Pattern

adjust

the

distance

of

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

The colors of clothes can be set


here.
Material

The physical property can be


set here. There are some preset
of fabric like Denim, Silk,
Cotton and Wool. You can

Physical Property

also set detailed property by


using the menu, Detail.

You

can

adjsut

the

shirink,

thickness and coordinate with

Etc

layer.

10

This menu displays when you


only select a line of pattern. You
Picked Line

can see the length of the line


and insert elastic band.

Internal Shape Property


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

This menu is to fold a pattern


by adjsuting angle of internal

Shape

shapes. You can make a iron


line and pleats with it.

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

You can aslo set the angle of

Seam Pair

seams like the internal shapes.

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

11

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

The colors of objects can be


adjsuted in this menu.

Material

12

Toolbar
Pattern

Design

Tools
Edit pattern (Z)

To select and move patterns, lines, and points.

Create Polygon Pattern (A)

To draw a polygon by plotting multiple points.

Create Rectangle Pattern (S)

To draw a rectangle.

Create Circle Pattern

To draw a circle.

Internal Polygon/Line (G)

To draw internal shapes (polygons) and lines. This


tool is also used to indicate ironing lines or folding
lines within a pattern.

Create Internal Rectangle (F)

To draw internal rectangles.

Create Internal Circle ()

To draw internal circles.

Create Dart (D)

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

Add Point/Split Line (X)

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

Change to 3-point Curve (C)

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

Sewing Tools
Edit Seam (B)

To select and modify sewing lines.

Segment Sewing (N)

To sew seams by line segments.

Free Sewing (M)

To sew seams by clicking on start points and end


points on corresponding patterns.

13

Show Seam (Ctrl+B)

Texture

To display/ hide seams.

Design

Tools
Edit Texture (T)

To select, move, rotate and scale textures.

Create Print Texture

To insert a print texture onto a pattern.

Show Texture (Ctrl+T)

To display/ hide textures.

Draping
Tools
Simulation (Spacebar)

To start/ stop the draping simulation.

Synchronize (Ctrl+D)

To synchronize the patterns, seams, and print


textures between the Avatar and Pattern Windows.

Show Cloth

To display/ hide the garment.

Cloth Display Options

Click on the checkmark to activate/deactivate


garment display options.
Play Motion
Show Avatar

To play stop avatars motion.


To display/ hide avatar.

Avatar Display Options

14

Click the checkmark to activate/deactivate avatar


display options.

Show Arrangement Points

To display Arrangement Points on the avatar.

Reset All Patterns

To reset all patterns to their original placement


(along a single axis)

Rearrange All Patterns

To rearrange all patterns to their last placement


before simulation.

15

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

[Operation]

To Move: Scroll-click and drag.


Move

To Zoom: Scroll.
Zoom In/Out

To Rotate: Click and drag the right button.


Rotate

16

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

Marvelous Designer & CLO 3D own formats


*.pac

Cloth

It is an abbreviation of Pattern and Cloth. It has the data


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

*.pos

Pose

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

Motion

[A]

*.mtn

when you open an avatar model with the motion as


COLLADA format.
It is a recorded file by simulating with motion(*.mtn) of

Animation[A]

*.anm avatar. You need a cloth file(*.pac) to play this animation in


CLO 3D & Marvelous Designer or Marvelous Show Player.

Arrangement Point

*.arr

It is a red points around avatar to arrange patterns easily. It


can be created based on Arrangement Bounding Volumes.
It is a cylinder covering parts of avatar and the start and

Arrangement
Bounding Volume

*.pan

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


the

avatars

pose

is

changed,

you

can

use

these

Arrangement BV by fitting the pose.


Physical Property

*.psp

It contains details about Physical Property of cloth.

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

*.dae

format for loading avatars. COLLADA files can be exported


from 3DS Max, Maya, Poser and DAZ Studio. COLLADA
17

format contains rigging, skinning, animation data as well as


geometries

and

materials.

You

should

install

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

the

plug-in
for

exporting

COLLADA in 3DS Max or Maya.


OBJ

*.obj

You can import OBJ formatted avatar models, but only


geometries and materials can be loaded.
DXF-AAMA is a standard format in pattern CAD industries.

DXF*

*.dxf

CLO 3D is now compatible with YUKA, Gerber, Lectra,


StyleCAD, Optitex, PAD System, etc.

BVH[A]

Animation Cache[A]

Texture

*.bvh

*.mc
*.pc2

It has skeleton hierarchy information and the motion data by


capturing actors motion.
It has vertex animation data. After recording animation in
CLO 3D you can export the animation as point cache to 3DS
Max or Maya.

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

18

Open and Save Garment Files


To open and save garment files (*.pac).
Note: The avatars pose file (*.pos) is saved with the garment file.

[Operation]
Click file>Open>Garment

Open Garment

Click file>Save As>Garment to save Garment for the first time or


under a different file name.

Save Garment

19

Click File>Save Over.

Save Over

20

Layer Garments
To import and layer garment files

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

Layer Garment

21

Open Avatar Files


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

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

Open Avatar
(COLLADA)

File>Import>OBJ

Open Avatar
(OBJ)

22

Open and Save Pose Files


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

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

Open Pose

Before and after loading a pose

Play/Stop Pose
Transition

Click

Save Pose

Click Files> Save> Pose.

(Play Motion) button.

23

24

Open and Save Motion Files[A]


To open and save avatar motion files.
The motion file can only be saved when you open an avatar model whos current motion is saved
as a COLLADA file.

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

Open Motion

In the main menu, click File> Save> Motion

Save Motion

25

Open and Save Animation Files[A]


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

[Operation]
Click the

Open

button to switch to the Animation Mode.

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

Click File>Open>Animation or the

(Open) button to load an

animation. Then, the loaded animation will


26

be displayed on

Animation Editor pane.

Click the

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

Here you can specify the region you want to save.

Save

Entire Region

Save whole cloth animation data.

Play Region only

Save the cloth animation data within the Play


Region.

27

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

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

Export as OBJ
Sequence

Set options to export in Cloth Animation Exporter dialog.

Scale

Set the scale manually.

Welding

Weld the edges connected by seams.

Save

Select the region to save.

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


Export as Maya Cache

Cache(.mc) file. And set options to export in Cloth Animation


Exporter dialog.

28

Click File> Export> Point Cache 2 to export animation as a Point


Cache(.pc2) file. And set options to export in Cloth Animation
Exporter dialog.

Export as Point Cache 2

29

Import and Export OBJ


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

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

Import OBJ

30

Scale

Determines the scale of the objects size.


Note: The default units of CLO 3D & Marvelous Designer
are millimeters (mm).

Unit in File to Import: select a preset unit.


Auto Scale: automatically change the scale of OBJ
file.
Axis Conversion

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


with Z axis.

Option

Load as New Avatar: Loads the OBJ file as an Avatar.


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

Pose change

31

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

Export OBJ

After naming the file, the following window will appear.

32

Scale

Determines the scale of the objects size.


Note: The default units of CLO 3D & Marvelous Designer are
millimeters (mm).

Object

Welding: connects overlapping vertices on seam lines. If it is not


checked, Garment will be separated into individual pattern pieces.
Shape List: selects shapes to export.
Note: Cloth_Shape is the name of the garment object.

33

Import COLLADA Files


To load a COLLADA file within an environment model.

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

Import COLLADA

34

Import /Export DXF-AAMA Files*


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

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

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

File

Check the path of file or load DXF file.


35

Scale

Determines the scale of the DXF files size.

Note: The default unit of CLO 3D is millimeters


(mm).
Option

Swap outer line and sewing line: The export


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

Minimum Distance

Point: is distance between points. Because the


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

In the main menu, Click File> Export> DXF

Export DXF

36

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

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

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

37

Guide for DAZ Studio & Poser Users


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

[Operation]
Load an avatar at DAZ Studio.

Import as COLLADA

Click File> Export at DAZ Studio.

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

38

Click File> Open> Avatar in CLO 3D & Marvelous Designer to open


the avatar.

Click File> Export at DAZ Studio.

Import as OBJ

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


39

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

Click File> Import> OBJ in CLO 3D & Marvelous Designer to import


the avatar model.

40

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

41

Import COLLADA and OBJ for Poser


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

[Operation]
Open an avatar at Poser.

Click File> Export> COLLADA.


Import as COLLADA

And export the avatar as 100%.

42

Click File> Open> Avatar in CLO 3D & Marvelous Designer to open


the exported model.

Click File> Export> Wavefront OBJ.

Import as OBJ

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

43

Set options as below and click OK to export.

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

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

44

45

Change Pose based on Vertex Morphing


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

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

Export Avatar as OBJ


from DAZ Studio

Initial Pose

46

Final Pose

Click File> Import> OBJ to load the T-posed V4 in CLO 3D &


Marvelous Designer.

Check the Load as New Avatar in Import OBJ Dialog.

Morphing OBJ to
Change Pose

Then put clothes on the V4.

File> Import> OBJ to load another pose of V4.


47

Check the Load as Morph Target and Animate. The Morphing


Frame Count denotes the number of frames of the morphing
animation from the current pose to the target pose. Set the count of
frame and click OK.

Then the pose is changed gradually as much as the count of frame.


After changing the pose, adjust the clothes with the Q key.

48

Change Pose based on Joint Transformation


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

Dressing the COLLAD formatted avatar

Loading the OBJ formatted avatar

Fitting the clothes to the OBJ


formatted avatar

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

1. Prepare the initial


and final posed avatar
as COLLADA

Initial Pose

2. Prepare the final


pose as OBJ

Export the final pose of the avatar as OBJ.

49

Final Pose

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

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

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

4. Change Pose

Put clothes on the avatar.

50

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

51

Click File> Import> OBJ.

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

5. Fit Clothes

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

Turning on Avatar-Cloth Collision Detection (Vertex-Triangle) can


make this task much easier though it can slow down the simulation a
little. You can check on this option in the Simulation Property which
52

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

53

Export Cloth as OBJ for DAZ Studio


[Operation]
Make a cloth on the avatar.

Export Cloth as OBJ

Click File> Export> OBJ to export the cloth.

Check only on Cloth_Shape to export the cloth only. Check on


Welding to weld seams of cloth. Let the scale percentage be as
100%.

54

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

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

55

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


below.
-

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

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

56

Export Cloth as OBJ for Poser


[Operation]
Make a cloth on the avatar.

Export Cloth as OBJ

Click File> Export> OBJ to export the cloth.

Check only on Cloth_Shape to export the cloth only. Check on


Welding to weld seams of cloth. Let the scale percentage be as
100%.

57

Click File> Import> Wavefront OBJ at Poser

First, import the object as 100%.

58

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

59

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

[Operation]

Synchronize

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Place Pattern with Arrangement Sphere


You can move patterns in the

Avatar Window with the Arrangement

Sphere. The Sphere is displayed when you select a pattern in the


Avatar Window or the Pattern Window.

[Operation]
Move

Patterns

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

Y Axis

X Axis

Z Axis

Rotating Patterns

Y Axis

X Axis

Z Axis

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

The red arrow moves the pattern along the X axis


(left/right).
The

blue

arrow

moves

the

pattern

along

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

The red arc rotates the pattern along the X axis.

The blue arc rotates the pattern along the Z axis.

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the

axis

Place Patterns with Arrangement Points


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

[Operation]
Click

in the Avatar Window toolbar or right click to show the

popup menu and select Show Arrangement Points.

Show Arrangement
Points

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

Arrange Patterns

Arrangement Point

Shows the Arrangement Point the pattern referenced

Shape Type

Makes the pattern curved or flat.

Position X

Adjusts the patterns X position on the Arrangement BV.

Position Y

Adjusts the patterns Y position on the Arrangement BV.

Offset

Adjusts the offset from the Arrangement BV. The


curvature will change accordingly .

Direction

Adjusts

the

direction

of

the

pattern

on

the

Arrangement BV.
Vertical Reverse

Flips the pattern vertically. You can also do this

with

the popup menu in Avatar Window.


Horizontal Reverse

Flips the pattern horizontally. You can also do this with


the popup menu in Avatar Window.

Edit
Arrangement
Point

Add

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

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A new Arrangement Point Body is created.

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

Basic Info

Name

Name of the Arrangement Point

Arrangement

BV

Selects an arrangement board to place the


arrangement point on.
Adjusts the horizontal position of the point

X
64

Adjusts the vertical position of the point.

Offset

Adjusts the offset of the point from the


Arrangement BV.

Click an Arrangement Point you would like to delete in the


Arrangement Point list, and click the delete button.

Delete

Click open in the Arrangement Point tab.

Open

And then open an *.arr file.

65

Click the save button in the Arrangement Point tab.

Save

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

Edit
Arrangement
BV

Add

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

66

A new Arrangement BV Pan is created.

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

Basic Info

Name

Name of the Arrangement BV

Arrangement

Joint Name 0

Sets the joint that connects to the

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bottom of the Arrangement BV.


Joint Name 1

Sets the joint that connects to the


top of Arrangement BV.

Height

Adjusts

the

height

of

the

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

Delete

The Fitting option will generate Arrangement BV based on the


avatars current pose. Click the Fitting button in the Arrangement BV
tab.

Fitting

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Before and after BV fitting


Click the open button in the Arrangement BV tab.

Open

Open a *.pan file.

Click the save button in the Arrangement BV tab.

Save

69

Rearrange All Patterns


To return all patterns to the last arrangement before draping.

[Operation]
Click the

button in the Avatar Window.

Rearrange All Patterns

Right-click on the pattern you would like to rearrange to activate the


popup menu and select Rearrange Selected Patterns tab.

Rearrange
Selected Patterns

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

[Operation]
Click the

button in the Avatar Window.

Reset Arrangement

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

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

Flip Horizontally

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

Flip Vertically

Reverse-arrange
Horizontally

Right-click on the pattern you want to flip, and click Reverse-arrange


Horizontally in the popup menu.

72

Or select a pattern and check the Horizontal Reverse option in the


Arrangement tab of the Property Editor.

Right-click on the pattern you want to flip, and click Reverse-arrange


Vertically in the popup menu.

Reverse-arrange
Vertically

Or select a pattern and check the Vertical Reverse option in the


Arrangement tab of the Property Editor.
73

74

Place Pattern as Flat/Curved


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

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

Place as Flat/ Curved

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

[Operation]
Simulation
Click the

(Simulation) button to simulate.

Turn on both the

(Simulation) and

(Synchronize) buttons. Any

changes made on patterns in Pattern Window are immediately reflected


in the Avatar Window.
Synchronized Design

You can display the simulation speed by selecting Window> Show


Frame Rate. Higher FPS (frames per second) indicates a faster
simulation speed.

Show Frame Rate

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Move Draped Garments


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

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

key.

Move Garment

Click a part of garment while holding down the

key. A dark red

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

Pin Garment

position of the pins.


Remove Pin
Click the pin again holding down the

77

key.

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

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

Activate/Deactivate
Pattern

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

Activate All Patterns

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Set Fabric Detail

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

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

Window

Arrangement),

when

it

is

refreshed

(Rearrange All Patterns) or

Set Fabric Detail

79

using

the

(Reset

(Synchronize) tools.

Layer Garments
To coordinate and layer garments. .

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

Set Layer

Open a garment.

Coordinate

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

80

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

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

81

Set Fabric Thickness for Simulation


You can mimic volumetric fabrics that have quilting or padding
by increasing the thickness of the garment.

[Operation]
Select the pattern, then enter a value in the Thickness (Simulation)
tab in the Property Editor (under Physical Property> Fabric Property>
Etc)

Set Fabric Thickness


for Simulation

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Set Material Properties


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

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

Insert Texture

Set Global Map at Property Editor:


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

83

button on the

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

Drag on a pattern to translate its texture. To rotate or scale


the texture you can use gizmo.
Scale Vertically
Scale Proportionally

Gizmo
Scale Horizontally

Transform Texture

Rotate

Move

Scale

Mouse-drag on a pattern to move the position of the


texture.
Click on a pattern to display the Gizmo and drag the
diagonal points to scale the texture.
84

Reduction

Expansion

If you want to scale vertically or horizontally, drag the points


being on end of each direction.

Scale Vertically

Scale Horizontally

Or you can scale the texture size by entering a value in the


Texture Transformation of the Property Editor displayed
when you select a texture with the

85

(Edit Texture) tool.

Mouse-drag along the yellow circle to rotate a texture. The


axis of rotation is the point you clicked on a pattern.

Rotate

Or enter a value of angle in the Texture Transtformation.

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

Delete Texture

Display Texture
Click the

button to display or hide textures in Pattern Window.

86

Set Colors and Transparency


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

[Operation]
Click the

button on the color option tabs (Ambient, Diffuse,

Specular, Emission) Then select the color of the garment in the


window that follows.
Ambient Color: The color of light reflected from the objects around.

Adjust Color

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


garment.

Specular Color: the color of light reflected on the surface of the


garment. You can render a variety of shiny fabrics by adjusting the
values of this function. In addition, you can change the strength of
the shine by adjusting the values in the Shininess tab.

87

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

To adjust the transparency of the garment. The value 0 indicates a


completely transparent garment.

Adjust Transparency

88

Set Physical Properties


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

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

Set Physical Properties

Stretch (Weft)

Horizontal stretch of fabric

Stretch (Wrap)

Vertical stretch of fabric

Shearing Strength

Bias stretch of fabric

Bending Strength

Bendability

Internal Damping

Internal damping

Buckling Point

Rate of buckling ranging from 0.0 to 1.0

Density

Density

89

Display
Display and Hide Garments
[Operation]
Click the

(Show Cloth) button to display or hide garments.

Display Garment

90

Set Fabric Thickness for Rendering


[Operation]
Click the triangle button next to the Show Garment button. Then
select Rendering Style> Thick Textured Surface.

Display Thickness

Select the pattern to adjust. Then enter a value in the Thickness


(Rendering) tab in the Property Editor (under Physical Property> Fabric
Property> Etc)

Adjust Thickness

91

Display Garment Fit


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

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

Fit

92

(Show Cloth) button, and select

Display Contact Points


This function will display points on the garment that are in contact with the Avatars body.

[Operation]
Click the triangle button of the

(Show Cloth) button. Click the

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

Show Contact Point

93

Display Seam Lines


[Operation]
Click the triangle button of the

(Show Cloth) button Click the

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

Show Sewing

Lines

94

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

button to display or hide the avatar.

Display/Hide Avatar

95

Set Rendering Style


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

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

Select the

style you want to display.

Set Rendering Style

Textured Surface

Surface

96

Mesh

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

Record in Simulation Mode


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

[Operation]

Recording

Click File>Open>Motion to load a motion.

97

Then, a pop-up dialog will ask if you want to create a transition


motion which smoothly transits from the avatars current posture to
the first frame posture of the loaded motion. If you select No, the
avatar will jump to the first frame of motion at a time.

Click the

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

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

98

To check the recorded animation, Animation Mode must be


activated. Click the

(Change to Animation Mode) button to switch

from Simulation Mode to Animation Mode.


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

Click the roll down button next to the

(Simulation) button.

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

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

option as the following.


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

99

100

Play and Edit on Animation Mode


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

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

(Change to Animation Mode) button

to go to Animation Mode.

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

Go to the start point of the Play Region.

(Go to Start)

Play the animation

(Play)

Go to the end point of the Play Region.

(Go to End)

Repeat to play in the Play Region.

(Repeat)

Set the playing option Frame stepping or


(Fame Stepping / Real Time)

Real-time.
Adjust the play speed.

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

Set Play Region


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

Save Animation section for details.


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

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

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

102

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

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

Load Preset Lights

Select a preset number to change the lighting.

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

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

103

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

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

Render in 3D Stereo

104

Change Viewpoint
To switch to preset views of the Avatar

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

Change Viewpoint

105

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

Polygon Pattern

the point.

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

Rectangle Pattern

Circle Pattern

window that follows.

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

106

107

Create Internal Line, Polygons, Lines, Rectangles, Circles


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

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

Internal

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

Polygon/Line

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

Internal Rectangle

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

Internal Circle

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

108

109

Create Dart
To create darts within the pattern

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

.
Dart

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

110

Split Lines/Adding Points


To split lines by adding points on the line

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

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

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

111

Draw a 3-Point Curve


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

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

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

Edit Curve

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

Delete Curve

112

Draw a Free Curve


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

Draw Free Curve

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

Add Anchor Point

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

Edit Free Curve

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

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

113

114

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

(Ctrl) or

(Shift) keys.

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

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

Hold down the

(Shift) keys.

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

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

Moving a point

Moving a line

Move Along
Slope of Line

Hold down the

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

appear along both lines connected to the point.

115

Moving a point

Moving a line

To move with a specific value, right-click while dragging a point or


line. Enter the value in the window that follows. This operation can be
used with the Ctrl or Shift key to move along axes or angles.
Move With
Specific Length

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

Move with Arrow Key

Pressing the

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

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

116

117

Copy and Pasting


[Operation]
To Copy/

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

Paste a Pattern

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

Flip Horizontal/
Vertical

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

118

Mirrored Copy and


Paste

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

select the Copy and Mirror-Paste tabs in

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

119

Make Fold Lines


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

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

Adjust Folding Angle

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

360

The higher the value, the stronger the crease.

Adjust Folding Strength

Set Folding Sharpness

Turn the Render Folded option on to make the fold line


sharp/smooth.
120

Checked on (True)

Checked off (False)

121

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

Insert Elastic

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

Elasticity Strength

Elasticity Ratio

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

122

123

Place Print Texture


[Operation]
Place Print Texture

Click the

button to open an image.

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

Click the

button to synchronize the print texture to the Avatar

Window.

124

Edit Print Texture

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

tool.

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

Transform Inner
Texture

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

(Edit Texture) tool.

Note: Refer to the section Cloth>Setting Texture for details.


Delete Print Texture

After selecting the print texture with the


the Delete key on your keyboard.

125

(Edit Pattern) tool, press

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

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

Show Grid

Select the Activate Grid on the background popup menu.

Activate Grid

126

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


in the Property Editor.

Set Unit Distance

Enter a value in the Unit Distance of Grid.

127

Show Line Length


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

Show Line Length

Select a pattern or an internal shape with the


Show Entire Length

(Edit Pattern) tool.

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

Show Selected Line


Length

Select a line. Then the length is displayed in the Length of Picked


Line of Property Editor.

128

Show Pattern Name


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

Show Pattern Name

Select a pattern or an internal shape with the

(Edit Pattern) tool.

Enter name in the Name of Basic Info of Property Editor.


Set Name

129

Show Base Line


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

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

Show Base Line

130

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

Show Mesh

131

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

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

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

Click on a point anywhere along a pattern line to begin sewing. The


line will be highlighted as you move the cursor. Click on a point along
Free Sewing

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

132

Repeat on the corresponding pattern line, checking the dotted lines


and notches.

133

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

extend or shorten segments by clicking and dragging

the

end points

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

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

134

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

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

360

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


makes a stronger resistance.

135

Displaying Seams
[Operation]
Show Seam
Click the

button to display or hide seams.

136

Window
Display Avatar Window Dimension
[Operation]

Show Avatar Window


Size

137

Screen-capture Avatar Window


To save the Avatar Window as a PNG image

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

Capture
Avatar Window

Right-click on the background of the Avatar Window activates the popup


menu. Turn the Show Background Texture option off to hide the
Background texture.

Capture as
Transparent
Background

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

138

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

139

Changing the Background of the Avatar Window


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

Change Background
Texture

Right-click on the background of the Avatar Window to activate the popup


menu. Select the Change Background Color tab.

Change Background
Color

Show Background
Texture

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

140

Background Texture On

141

Background Texture Off

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