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How to fit existing garment to different avatars

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  • ottoline

    You can do this in CLO3D however it is geared to sizing and grading tables at the pattern piece level, which is the level of professional control a pattern maker requires. So what you are asking for in CLO3D is actually a CG artists workflow as opposed to a fashion designers manufacturing need. And in that instance I would push to you simply use CLO3D 10.0 as that would solve that issue easily, now that they have included the ability to make a single digital wardrobe garment fit any character, with their 'proxy' skin suit approach. See link below in blue.

    I am the one whom has pushed MD for years to include this, showing how I have used one single MD garment to scale to any character size using mesh interpolation for many years, so I know this area well as I have had this particular function in my workflow for ages using my own externally coded software.

    What I can say from experience creating clothing configurators with thousands of style variants and size automation is you need to choose your technology wisely. If you want commercial grade sizing that drapes as per clothing size grade tables then that is what you use in demonstration - so grade the garments in CLO3D and take the care and time to do that. If you want to show a single range of garments at a set size on a range of sized avatars that keep the ease at approximate distances use MD10 new autosizing feature. They are not the same thing in terms of 'fit' as CLO3D adheres to best in industry standards using grading or size tables for accurate ease between avatar and clothing (blocks). And MD10 uses an skin suit with weight mapping and algorithmic interpolation for fast/rapid averaging of the single size garment to a new character shape and size, which is great for film,gaming, and some clothing configurators to communicate a style on a new character - but potentially not manufacturable from a technicians pattern making standpoint. Again these are two differing technical drivers. So know what it is you ask and then why CLO3D perhaps don't need the MD10 feature to be embedded in the software > they already have a automated grading facility for single style garments, but it follows pattern making as apposed to CG drivers.

     

    See MD10 (patched update) as there is a crash with the previous release. > 'Auto-fitting' skin suit feature.

    This is a skin suit (most likely done this way to get around a patent issue with competing techniques or maybe for simpler development to get this feature out) which creates a 'proxy' intermediate object (the cloth skin suit ) over the base character avatars topography form this intermediate 'proxy' whereby the weight map interpolation require to transfer these to the garment assembly you have created in your project are calculated, and transferred to scale the single size garment to the 'proxy' skin suits shape. This is perhaps a novel (yet slightly cumbersome) way to circumvent the same technique used directly with avatar to object weight map interpolation. The downside of the new MD10 process (from my 1st look at it) is you cannot (yet) batch many characters at the same time like you can with external softwares (how I used to do it using Modo and blender for example with my own coded solution over the last 5 years where I can batch 500 characters at a time in parrallel across a bank of servers) so that means you still need to do this one character at a time. Maybe I will look into their MD10 python and see if I can make an addon to speed that, however their python is a bit crude compared with some external software's that can automate this rigging faster via batch of characters. eg: wrap 3D, smartbody (2015), embody autorigger

     

    So make sure you research the feature more deeply as you may find batching creates a quantum leap in productivity (which I know is crucial) and therefore which ever way you go you need to factor in such productivity needs if you want to scale out a workflow. For myself I will stick with my older coded approach as I simply know it's faster and more scalable. However it's great to see MD bring this feature 'finally' to the digital wardrobe, I know it's been key as a feature in me being ale to keep a one size digital wardrobe central to what I do in CG. So finally all users may get to experience what that can do for online garments. But honestly - they should have made it possible to batch out 100 characters garments .... they still missed that potential, one at a time is too slow, but at least they got in in the 10.0 release.

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  • kahwatikid

    Wow! Thanks for the best ever response that one could have ever wanted to a technical question on a forum!!!!
    I just started tinkering with MD shortly after I posted this, and the autofit feature seems to do the trick for what I am looking for.  I completely understand the constraints involved with generalizing scale over the precision involved in pattern making is not ideal.  I'm used to the cg workflows where one would just scale/wrap etc and fudge a model into place.   The solution in MD seems a bit clunky, but it provided some decent results.  My application is for screen and not manufacturing.

    What you are describing as a one size digital wardrobe is exactly what I want to create.  May I ask....are you selling your digital assets or using them in production out of curiosity?  

     

    I agree with you regarding the lack of ability to batch out these garment fittings in either CLO or MD. That would be a nice feature indeed, or at least make it possible through Python.  I too will have to investigate whether or not that is possible.  I'm curious about the workflows with wrap3d, that would just get you a fitted version of the clothing without the simulation.  How do you go about simming after that?  Would you do in on a dense render mesh? Or would you reconstruct the garments inside another 3D package to simulate?

    Thanks again for you very insightful response!

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  • ottoline

    😊

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  • dianemarie

    Greetings Ottoline, and thank you for your detailed information. I see you reference  CLO3D 10.0.  Currently I have 6.0 and do not see any updates to 10.0.

    I am interested in creating garments in CLO 3d and then dressing on more realistic avatars.  I am not sure of the best practice for this or the most compatible avatars.

    Should I create clothing in CLO and then drape on avatars in a different program or import the Avatars to CLO and drape directly on from there? I can tell from the depth of the information you provide this is really kindergarten level, but any suggestions would be appreciated.

     

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  • thirooh

    Hi ottoline - thanks for all your contributions. I am super intrigued by your own coded approach with Modo and Blender. Would you be open to talking to me about this ?. I am happy to chat on discord or email. Would love to see this in action. I am trying to solve a similar problem. 

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  • ottoline

    No thanks.

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