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How would I create clothing that conforms to any model?

Posted By stephenq80 4 Years Ago
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How would I create clothing that conforms to any model?

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stephenq80
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Hello,

Thanks for reading my post. I have been creating custom clothing in CC3 for some time now. I always use the CC3 base+ male model since the proportions look more like the average person. I was recently looking through the content store and noticed clothing items that could conform to any character without stretching or distortion and I was wondering how is that done. Is there anything special that I need to do to my clothing items for them to be able to conform? Are there any resources that go through the process?

Thanks!
Dhawa
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Transfering Skin Weights should allow the clothes to fit different types. Is that related to your question?76% of original size (was 664x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/7031e3fc-4496-4d65-be3c-3261.jpg
wires
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The best method is to simply use the Conform panel:

76% of original size (was 664x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/c480df9c-49a4-4c43-ad2f-3845.png

Once open it offers a range of adjustment options:

76% of original size (was 664x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/85bb6e59-86c3-4c07-9a77-bc5e.png

This works with just about any clothing item available. Start by clicking "Calculate Collision" before doing anything else as this can solve most issues automatically.

More information on conforming is available in the Manual herehere and here.

Gerry



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Rampa
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For the most universal fit clothing, create it on a neutral base. This makes it gender-feature free.
michaelrbarton
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I don't make clothes. Conform enlarges the whole piece of clothing. If a shoulder is poking through, I use edit mesh to fix the shoulder. I don't want to enlarge the clothes arms, the neck, the whole thing in order to fix the shoulder. If you use the CC3 poses for your character, sometimes the body parts go through the clothing. Keep your avatar in the pose where the poke through is, highlight the piece of clothing where poke through is and go to edit mesh. Then you just pull that part of the clothes to fit.

sonix.squad
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This is how I have been going about it too, as in edit the part of mesh with the tear.
However the next issue I see is that in another pose there is now a tear somewhere else and so you fix that.
But after importing to UE4 I now see tears in different places because I wasnt using the anims in CC3 that I am using in UE4.

Which leads me to think and hence my presence here, surely theres a better way to do this?

I just tried exporting an anim fbx out of UE4 to 3dexchange which is fine but I don't get how to use that to preview on my existing CC3 model/mesh I have made.

I thjink if I can work this out then I am part of the way to a more optimal workflow, as in previewing characters in CC3 using anims they will be using in UE4 (that dont exist in CC3).

Any tips on a more optimal way forward appreciated.


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animagic
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@sonix: Do you have iClone? That is where you would preview your animations.



sonix.squad
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Yes, so I imported my UE4 exported Anim and opened in iClone. However that is not the same as previewing my Anim with my CC character. I am just seeing a skeleton not a mesh.
 What I want to do is see my UE4 character being animated with my UE4 animns in iCLone so i can adjust the textures accordingly.

Hope that makes sense.

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4u2ges
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Good thing someone reminded me about this one.

I think we should have an ability to select a calibration motion of a choice in CC. Any motion should be automatically converted to *in-place* motion (pivot constant 0) and have it available in all Edit modes (not only in Weights Edit).

iClone is OK for that, but it is not a place to identify pock through problems (for multiple garments sometimes).
Lighting, environment, props, other avatars, a heavy loaded project... All of it makes it hard to catch pocks under those conditions sometimes and then you render and get upset seeing you missed a couple.
And then constantly sending a character back and forth between iClone and CC takes time (specially heavily textured).

For now, there is a hack.
You can backup and then replace C:\Program Files\Reallusion\Character Creator 3\Program\Assets\Creator\Calibration.iMotion with .iMotion of your choice and then fire up calibration in Skin Weights (requires CC restarting sometimes).
It's good if you fixing weights. But unfortunately if you fixing Mesh in Edit mode, you can only have the last pose you set in Skin Weights. So it's back and forth between 2 modes.
In-place motion can be made by Resetting Pivot (RMC on motion clip in iClone) and then saving as .iMotion file.

So you don't pay much attention to pocks while animating a character in iClone. When done and finished, save a project, merge all motions, Reset Pivot, Collect Clip and save as  iMotion file (you can reload your project after that).
Now you replace calibration clip with your custom one and carefully inspect in CC every frame under good lighting condition and without hassle of running animation in a heavy iClone project.

Just to add - do not forget, you can always hide the mesh of character's body and mesh for lower layers of cloth and then check Delete Hidden Mesh on Export (for those exporting to UE).



Someone had made similar request in FT about Calibration clip availability in any CC mode. I have added a comment about custom calibration clip:
https://www.reallusion.com/FeedBackTracker/Issue/Have-Calibration-panel-outside-of-skin-weights-panel





4u2ges
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sonix.squad (7/18/2021)
Yes, so I imported my UE4 exported Anim and opened in iClone. However that is not the same as previewing my Anim with my CC character. I am just seeing a skeleton not a mesh.
 What I want to do is see my UE4 character being animated with my UE4 animns in iCLone so i can adjust the textures accordingly.

Hope that makes sense.


I do not have UE and I cannot advise you how to export animation out of UE so that it can be loaded and re-targeted in 3DX.

What I know is, that your FBX file should have a T-pose either as a first frame of your clip, or as a separate clip.

And then you need to convert that animated dummy skeleton into Non Standard Character: https://manual.reallusion.com/3DXchange_7/ENU/Default.htm#3DXchange_7/Pipeline_7.0/03_Pipelines/Converting_a_Human_Motion_to_iClone_iMotion.htm
I believe there is an Unreal profile at C:\Program Files (x86)\Reallusion\iClone 3DXchange 7\3DX template\AutoConvertNonStd So you can load it and avoid manual bones re-target

After conversion you export extracted motion without dummy as iClone content, send your character from CC to iClone and apply saved motion to your character..., or load it as Calibration clip in CC, as I have shown in the previous post.





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