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Tutorial Creating Cloth IC6 CC

Posted By R.Man 9 Years Ago
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redrubyslippers
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Thanks animagic ....indeed it is..

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animagic
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kieranrafter01 (6/19/2016)
Could you provide a link to the tutorial please.


It's probably this one: https://forum.reallusion.com/288147/ANY-OBJ-MESH-TO-G6-AVATAR-TUTORIAL.


https://forum.reallusion.com/uploads/images/436b0ffd-1242-44d6-a876-d631.jpg

kieranrafter01
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Could you provide a link to the tutorial please.

Regards

Kieran
redrubyslippers
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stuff i made from daz studio model meshes converted for use with iclone

this will work with cc models as long as you have export option.needs 3dsmax to mesh the models though or blender ,takes about a half hour process to get the mesh on.i have a detailed tutorial on how to achieve this

https://forum.reallusion.com/uploads/images/4c223052-b879-4674-9253-48de.jpg




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Lord Ashes
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sw00000p (5/25/2016)

I've never seen a 3d animated software company finish a major development and give it away for FREE!.
This is would be awesome to see.:w00t:


What about DAZ Studio? Yes, they have non-free versions of the software (as far as I know) and content that isn't free but the base software (which isn't really limited in any way) is free and has been for multiple versions now (at least 4.6, 4.7, 4.8 and 4.9). I guess it depends on what you call "a major development" but between version 4.6 and 4.9 they spanned at least 2 generations of characters (G2 and G3) and added serious power to the rendering engine. So I'd call it a major development.

"We often compare ourselves to the U.S. and often they come out the best, but they only have the right to bear arms while we have the right to bare breasts"
Bowser and Blue, Busting The Breast
Lord Ashes
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GrannyJ (5/25/2016)
@ LordAshes when CC1.5 is released you will be able to create your own cloth meshes in an external program and bring them in for use with CC & iC6 - you will still need to have the basic modelling skills for making cloth and the ability to properly assign weights to the vertices for your cloth to "behave" correctly when added to your rigged character. It is a bit more involved than just building the mesh.  There are many tutorials available on you tube re: cloth creation (including weighting of the vertices) for almost all the programs currently being used (3ds max, maya, blender, etc). The best way to hone your skills is to practice and then to practice some more.  Even the most skilled developers often have to edit their weight tables. The verbiage/vernacular (as swoooop stated) varies between programs.  Some folks prefer the Autodesk products (max & maya) while others prefer Blender (blender is free BTW). You can design/build mesh in a ton of programs, though not all of them provide the ability to to add that mesh (with properly weighted vertices) to a rigged character.  The best advice I could impart would be to select your mesh building/editing program & start practicing.  You don't need to wait for CC 1.5 to build cloth mesh & practice adding it to a rigged character... the basic skills required remain the same. So grab good old Gwynn or Chuck, build them some new clothes & practice adding your clothes to the characters & properly weighting those vertices....

Thanks for the info but I am not sure why it was directed at me. I was only commenting on the fact that at the moment you can't bring CC edited meshes back into CC. Yes, I understand that you will be able to do that with CC1.5. Hopefully the CC1.5 import will be available to 3DXChange PRO users also (contrary to what it says in the Beta which indicates that you need PIPELINE). As to the weighting, I hope RL takes a clue from DAZ and implements some basic automatic weighing with options to do more advanced work. The current softcloth weightmaps implementation is not all that bad so a combo of DAZ's auto fit and RL's weight maps would be great.



"We often compare ourselves to the U.S. and often they come out the best, but they only have the right to bear arms while we have the right to bare breasts"
Bowser and Blue, Busting The Breast
blackhawk
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GrannyJ (5/25/2016)
@ LordAshes when CC1.5 is released you will be able to create your own cloth meshes in an external program and bring them in for use with CC & iC6 - you will still need to have the basic modelling skills for making cloth and the ability to properly assign weights to the vertices for your cloth to "behave" correctly when added to your rigged character. It is a bit more involved than just building the mesh.  There are many tutorials available on you tube re: cloth creation (including weighting of the vertices) for almost all the programs currently being used (3ds max, maya, blender, etc). The best way to hone your skills is to practice and then to practice some more.  Even the most skilled developers often have to edit their weight tables. The verbiage/vernacular (as swoooop stated) varies between programs.  Some folks prefer the Autodesk products (max & maya) while others prefer Blender (blender is free BTW). You can design/build mesh in a ton of programs, though not all of them provide the ability to to add that mesh (with properly weighted vertices) to a rigged character.  The best advice I could impart would be to select your mesh building/editing program & start practicing.  You don't need to wait for CC 1.5 to build cloth mesh & practice adding it to a rigged character... the basic skills required remain the same. So grab good old Gwynn or Chuck, build them some new clothes & practice adding your clothes to the characters & properly weighting those vertices....


You mentioned 3ds max, maya and blender for creating clothing and properly weighting those vertices.  Is this something you can do in zBrush?
Rampa
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Marvelous Designer can help you create the mesh. It is especially useful if your taking a traditional pattern approach. That is what the whole idea of it is based on. So if you have a hankering for some tailoring, it is great. But you will still need to attach and weight that mesh to a skeleton in something else that has that feature.

Max and Blender can both do basic MD type "sewing" of cloth panels, but in a much more basic level than MD.

I strongly suggest Blender. It really is a lot easier than it's made out to be. Especially if you clean up some UI features in the preferences, or install "Sensei Format". https://blendersensei.com/

The nice thing about MD is that there is not the setup to make cloth sewing work, as it is made to work that way from the get go. Max and Blender both require a few more steps to get working.


Here's a crude example of the method that I did in Blender.


animagic
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If you are rich (which I'm not) would using something like Marvelous Designer makes things easier?




https://forum.reallusion.com/uploads/images/436b0ffd-1242-44d6-a876-d631.jpg

GrannyJ
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@ LordAshes when CC1.5 is released you will be able to create your own cloth meshes in an external program and bring them in for use with CC & iC6 - you will still need to have the basic modelling skills for making cloth and the ability to properly assign weights to the vertices for your cloth to "behave" correctly when added to your rigged character. It is a bit more involved than just building the mesh.  There are many tutorials available on you tube re: cloth creation (including weighting of the vertices) for almost all the programs currently being used (3ds max, maya, blender, etc). The best way to hone your skills is to practice and then to practice some more.  Even the most skilled developers often have to edit their weight tables. The verbiage/vernacular (as swoooop stated) varies between programs.  Some folks prefer the Autodesk products (max & maya) while others prefer Blender (blender is free BTW). You can design/build mesh in a ton of programs, though not all of them provide the ability to to add that mesh (with properly weighted vertices) to a rigged character.  The best advice I could impart would be to select your mesh building/editing program & start practicing.  You don't need to wait for CC 1.5 to build cloth mesh & practice adding it to a rigged character... the basic skills required remain the same. So grab good old Gwynn or Chuck, build them some new clothes & practice adding your clothes to the characters & properly weighting those vertices....



iClone Certified Content Developer and Author of the Pinky Frink® Adventure Series & the Pinky Frink® Learning Books
site: Granny J's 3D Attic SKYPE = grannyjsplace email: grannyj@grannyjs3dattic.com
MY RIG: GPU: Dual GeForce GTX 970M | CPU: Intel(R) Core(TM)i7-5930K @3.50GHz| 32.00 GB RAM | OS: Win 7 Pro SP1 | DX11









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