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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 arrange-
ment points, you can set the way of arranging the arrangement pan whether it arranges curvy or straight-
ly 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
Installation Guide | 51
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/...
Environment
2.
Environment
Environment | 53
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
54 | Environment
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.
Environment | 55
Scene
Scene tab is the primary, fastest, and most streamlined tool for finding or selecting object. It lets you qui-
ckly 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.
56 | Environment
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 pop-
up 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 Environ-
ment Pop-up, Avatar Pop-up and Garment Pop-up menu. In 2D Pattern Window, there are Pattern Edit-
ing 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.
Environment | 57
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 theres 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.
58 | Environment
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.
Environment | 59
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.
60 | Environment
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.
Environment | 61
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.
62 | Environment
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
Environment | 63
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 coordin-
ate.
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.
64 | Environment
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.
Environment | 65
4.Select the 'Zoom to Selected' from the menu.
File
3.
File
File | 67
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
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 loa-
ded object. Morphing takes longer with higher Morphing Frame Count values.
Scale
Enter a value or select from 'Unit in file to import.'
76 | File
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
File | 77
Unified UV Coordinates: You can export one UV coordinates sheet containing all textures. But it wou-
ld 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 "OpenCOL-
LADA" 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 success-
fully.
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.
78 | File
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 "Sh-
ow X-Ray Joints" menu. For now, it is convenient to use avatar provided in CLO 3D when morphing its
shape in CLO3D.
File | 79
However, this tool is ultimately used to import object as an avatar created in other 3D software and trans-
form 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.
80 | File
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
File | 81
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.
82 | File
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.
File | 83
Relocating the added Avatar
3 Export Avatar
84 | File
Objective
You can export added avatars as an OBJ file.
Location
Main Menu > File > Export > OBJ
4 Delete Avatar
Location
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
File | 89
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.'
90 | File
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
File | 91
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 soft-
ware 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
92 | File
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.
File | 93
3.6 Format
Note: (*) in the file name is only available in CLO 3D and [A] is only available in Animation Edit-
or 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 avatars 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
Point
*.arr It stores red points around avatar used to arrange patterns easily. It can be
created based on Arrangement Bounding Volumes.
Arrangement
Bounding Volu-
me
*.pan It stores the cylinder covering parts of avatar. It can be used to arrange the
patterns easily after pose is changed.
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 load-
ing 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 plug-
in (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.
BVH
[A]
*.bvh It stores the skeleton hierarchy information and the motion data by captur-
ing actors motion.
Animation Cache *.mc It stores the vertex animation data. After recording animation in CLO 3D
94 | File
[A]
*.pc2 you can export the animation as point cache to 3DS Max or Maya.
Texture 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"
File | 95
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
96 | File
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.
File | 97
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.
98 | File
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.
File | 99
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.
100 | File
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.
File | 101
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."
102 | File
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.
File | 103
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 ava-
tars 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
104 | File
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.
File | 105
7.Click "File> Import> OBJ" to open the OBJ file that stores the target pose. Because the form composi-
tion 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."
106 | File
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.
File | 107
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.
108 | File
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.
File | 109
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.
110 | File
2 Import Garment to Poser
1.Click "File> Import> Wavefront OBJ" in Poser
File | 111
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.
112 | File
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 . CAD
.
File | 113
3.>EXPORT> TIIP/AAMA(exp).
4.DXF ExportAAMA.
, .
114 | File
5.Export DXFOK.
6. , OK ,
.
File | 115
7. OK . NG
.
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.
116 | File
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"
File | 117
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.
Avatar
4.
Avatar
Avatar | 119
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 mal-
e, and Caucasian female.
120 | Avatar
part size (cm) description
Asian Female Caucasian Femal
e
Asian Male Kid
Height 180.35 180.34 189.41 140.61 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 pass-
ing nipples
Waist 63.84 64.63 74.37 58.46 Circumference
around the thin-
nest 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 size is
different from
Avatar | 121
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
part size (cm) description
Asian Female Caucasian Femal
e
Asian Male Kid
4.2 Avatar Size Measure ( Version 4.00 and above)
Avatar Size Measure feature is to take avatar's measurement. It gives you the freedomto accurately meas-
ure a various parts of avatar body's length, circumference and height.
122 | Avatar
1 Circumference Measrue
There are two different ways of measuring an avatar's circumferences: Basic Circumference Measure tak-
en 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 meas-
ure 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.
Avatar | 127
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
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
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
140 | Avatar
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
Main Menu -> Avatar -> Avatar Property or Avatar Pop-up -> Avatar Property
Object Browser > Arrangement Point > Add, Delete, Open, Save
142 | Avatar
Operation
To add Arrangement Point,
1.Click [object Text]Arrangement Point[object Text] tab on the Object Browser and add a new Arrange-
ment 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.
Avatar | 143
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
144 | Avatar
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
Object Browser > Arrangement BV > Add, Delete, Fitting, Open, Save
Operation
To view Arrangement BV,
1.Click a small triangle next to (Show Avatar) button on the Avatar Window
tool bar and select Show Arrangement Bounding Volume.
Avatar | 145
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.
146 | Avatar
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.
Avatar | 147
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 (*.pa-
n).
To save current Arrangement Bounding Volume
Click save button in the Arrangement BV tab to save the current Arrangement Bounding Volume file (*.
pan)
148 | Avatar
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 remove avatar
Location
Main Menu > Avatar > Rendering Style > Textured Style, Monochrome Surface, Mesh
Avatar Window Toolbar > Rendering Style > Textured Style, Monochrome Surface, Mesh
150 | Avatar
Rendering Style
Pattern
5.
Pattern
Pattern | 151
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
to remove curvature.
Main Menu -> Pattern -> Pattern -> Rotate Counter-clockwise or Rotate Clockwise
Main Menu -> Pattern -> Pattern -> Flip Horizontally or Flip Vertically
Pattern | 181
Main Menu -> Pattern -> Grid -> Show Grid/Activate Grid
Main Menu -> Pattern -> Grid -> Show Line Length
Main Menu -> Pattern -> Grid -> Show Seam Line Length
Main Menu -> Pattern -> Show -> Show Picking Point
Main Menu -> Pattern -> Seam Lines -> Segment Sewing
Main Menu -> Pattern -> Seam Lines -> Free Sewing
Main Main -> Pattern -> Seam Lines -> Segment Sewing
Pattern Seamline Popup (Edit Seam Lines Mode) -> Hide/Show Seam Line
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)
Seams | 205
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 Deactiv-
ate/Activate Seam Lines with the Freeze Pattern tool.
1 Deactivate/Activate Seam Line Segment
Objective
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 Seam-
line 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 Seam-
line 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.
Seams | 207
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 seamline, only deactivation menus appear in the Pop-up Window automatic-
ally and vice versa. Only Activate All Seam Lines appears at any time in the Pop-up Window.
208 | Seams
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.
Main Menu -> Garment -> Sewing Thread Color -> Red/Seam Line Color
Avatar Popup -> Sewing Thread Color -> Red/Seam Line Color
Operation
Seams | 209
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)
Garments
7.
Garments
Garments | 211
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.
212 | Garments
Objective
To synchronize pattern over avatar window
Location
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.
Garments | 219
2 Reset Selected Pattern Only(version 4.00 or obove)
Objective
To reset draped pattern to the initial synchronized state.
Location
To simulate draping
226 | Garments
Location
To create a pin
Operation
1.Turn on the Simulation button.
2.Holding down the key.
3.Click and drag cloth.
Garments | 229
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
230 | Garments
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
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.
232 | Garments
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
Garments | 233
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
To Deactivate Pattern With Seam Line: It is used to deactivate pattern and its seam lines.
Garments | 235
To Activate Pattern With Seam Line: It is used to activate pattern and its seam lines.
Location
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.
238 | Garments
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.
Garments | 239
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
240 | Garments
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)
Garments | 241
Set Fabric Detail
Select the pattern, then enter a value from 5.0 to 700.0 in the Particle Distance tab of the Property Edit-
or. This change will be reflected in the Avatar Window when it is refreshed using the (Reset Arrange-
ment), (Rearrange All Patterns) or (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.
242 | Garments
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
Garments | 243
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)
244 | Garments
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 mater-
ial characteristics. CLO design team runs test on fabrics and has results on each fabrics, then they trans-
late the results into CLO 3D parameters in current system. You can manually change the property or simp-
ly select preset physical property which is already defined. Fromthe next version, CLO 3D will adopt meas-
urements 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
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, Simpli-
fied 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 stiff-
ness 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.
Garments | 247
-
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.
248 | Garments
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
Garments | 249
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.
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.
254 | Garments
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.
Garments | 255
3 Pressure Point
This function will display points on the garment that are in contact with the Avatars body.
Location
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
Avatar Window Toolbar -> Arrow Button next to the icon > Show Pins.
256 | Garments
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
Avatar Window Toolbar -> Arrow Button next to the icon > Show Seam Line
Operation
1.Click on the arrow button next to the icon
2.Select the tool according to the Location above.
Garments | 257
6 Display Segment Length
Location
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
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.
Texture
8.
Texture
Texture | 259
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.
260 | Texture
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
Texture | 261
Location
Objective
Avatar Window Toolbar tool Spec Sheet List Window tool ( Deleting one
sheet by one sheet)
Avatar Window Toolbar tool Spec Sheet List Window tool (all sheets at once)
Operation
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.
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 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 unin-
stall the previous version and reinstall the 4.27.
Measure(CLO 3D Only)
3D Undo
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.
Spanish
Changed
Camera follows the objects imported in the OBJ and Point Cache file format when changing the
camera view (Front/Back/Right/Left)
The first two frames are duplicated when importing MDD cache data exported from Maya/3ds Max
The draped garment shape sometimes becomes unstable when starting the simulation after editing
operations.
"Flip Horizontally" and "Flip Vertically" does not work for multiple patterns.
The Start time is not set correctly when loading PC2 cache file.
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.
Now the image always fits to the size of Print Overlay shape in spite of changing the Print Overlay
size.
Snapping
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
Save/Load of Avatar file (.avt) including model, pose, motion, avatar sizing, bounding volume,
330 | What's New?
arrangement point.
Turkish language
Portuguese(Brazil) language
Mac Installer
Changed
Project file saves all the current scene including avatar, pose, motion, garment, animation.
Often crashes when the internal lines are close to the boundary.
"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.
Sometimes patterns fall down on draping process if they have folding lines.
Pins located on seam line don't work although they are displayed.
Sometimes "file open" dialog opens in the different folder from the latest folder (MAC)
Improved
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 load Translation Dialog by pressing F1 key while moving points/lines. You can still load "Trans-
lation Dialog" by clicking right mouse button while moving points/lines.
Can swap cutting line and sewing line when exporting the pattern as DXF
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
Simulation lags whenever moving the mouse in Segment Sewing or Free Sewing mode.
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
Changing the joint orientation does not take an effect immediately. It take an effect only when Simu-
lation 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).
3 Deactivate/Activate Pattern
6.6 Sewing Thread Color Option (Avatar Window) (Above version 3.37)
1 Add Avatar
Cloth Friction
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
What's New? | 333
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
Draping of garment with folding lines. Now first fold the patterns and sew the pattern pieces.
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 inser-
ted.
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.
Installing HASP Driver manually | 363
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
364 | Installing HASP Driver manually
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
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
Installing HASP Driver manually | 365
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.
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 sales@clo3d.com.
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 fire-
wall.
If you use Windows, open the 5243 port.
If you use Mac or Linux, open the 5245 port.
370 | How to open TCP/IP port in the Firewall
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.
How to open TCP/IP port in the Firewall | 371
3 Select the 'Windows Firewall' from the System and Security
menu.
4 Select the 'Advanced Setting' from the Windows Firewall
menu.
372 | How to open TCP/IP port in the Firewall
E.2 Setting Inbound Rules
1 To open the TCP port
1 Select the 'Inbound Rules' from the Advanced Setting menu.
How to open TCP/IP port in the Firewall | 373
2 Click on the 'New Rules' at the Actions tab.
374 | How to open TCP/IP port in the Firewall
3 Select the 'Port' from the New Inbound Rule Wizard pop-up
window and then click Next button at the bottom of window. .
How to open TCP/IP port in the Firewall | 375
4 Select the 'TCP(T)' ,and type 5243 for Windows and 5245 for Mac
&Linux in the Specific local ports.
376 | How to open TCP/IP port in the Firewall
5 Select the 'Allow the connection' and click the Next button.
How to open TCP/IP port in the Firewall | 377
6 Make sure that all options are selected and then click on the 'Next'
button.
378 | How to open TCP/IP port in the Firewall
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.
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
380 | How to set up client PCs for CLO 3D/MD network version in the same intranet.
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"
How to set up client PCs for CLO 3D/MD network version in the same intranet. | 381
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/
382 | How to set up client PCs for CLO 3D/MD network version in the same intranet.
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 Inter-
net Environment
How to set up client PCs for CLO 3D/MD network version in the same intranet. | 383
Figure F-5 ACC_Sentinel_Keys