Importing Body Scans
I am trying to import an OBJ body scan from Fit3D. Ideally, I would like to design directly onto the body using the scan. When I have tried importing CLO it doesn't recognize the arrangement points and the avatar pulls in and out of the space depending on how much I zoom. Attached are screenshots in case it is helpful. Any thoughts or recommendations about this or where I might find additional information/tutorials?
I have also tried the Convert Avatar method, but the avatar keeps coming out deformed with inaccurate measurements despite many efforts to make height/joint adjustments.
Many thanks in advance!
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NOTES: Ref: CLO3D 6 Beta test.
Below > This is a little bit of beta testing on their new avatar features - just to find out what has changed ~ quite a bit at the 1st glance so maybe take a read below (my last point) as it looks like there are some interesting workflow advantages to this new set of tool features. Which is great to see in the beta release of this tool.
SCALE: Looks like your avatar is massive as it's fading out from the CLO3D viewing (clip) planes - so that immediately indicates you maybe need to check the incoming scans scale.
You could take the scan to a sculpt program (the free blender will do this) and create a morph for that scan changing the arms to the T pose using the bone sculpt tool, where you can pick a limb and rotate it with weight maps that respect the joint position. A bit of a hack but gets you quickly into a shape to load the arrangement points. Then once you have created your bounding volumes you can use the original scan as a morph to get back to that original unedited pose you show when you do the Auto-convert to avatar process. (Hindsight Note: these steps may not be needed in the new beta 6 tool so maybe look at the rest of my post)
Now when I import the adjusted armed avatar the arrangement points come in. As with most scans you need to do a bit of cleaning up work around the arm-pit, crotch and bust/hip undergarment zones.So this is maybe where you need ot assess if a raw scan is good enough to load into CLO3D. I would generally clean it up, but for this test I am going to see what happens as that cuts out workflow - and it's always good to squeeze out editing time in external tools if you can get away with it.
And as I still have the original mesh as a morph target I can then go back to the original stance (as long as you don't change the mesh count or the vertex ID order) and scan and fit the bounding volumes to the scan using the avatar editor > Arrangement tab > Fit to Avatar button (blue)
Alternatively > ditch the idea that you need arrangement points as part of your process. If you are making a auto-convert CLO3D base mesh avatar to your incoming scan body shape > you don't need that at all for now. What you would do is morph the CLO3D avatar (that is rigged and already has arrangement points) to the scan - then you have a new fitted avatar that already has bounding volumes and arrangement points and is fully rigged that you can pose or move.
This next bit (below) is a massive update by CLO3D v6 - amazing to watch as it goes through the process of weight map interpolation from the CLO3D base mesh with measurement database> to the scan. Takes about 5 minutes to process - but truly astounding the level of complexity happening when this is done - who has this in their garment software? This is absolutely simple to use - a few minutes at most and is quite mesmerizing to observe happening.
I now have 3 saved avatars based on my previous selected preferences. One adjustable with measurement tapes for use with the avatar editor and custom size tool, a beauty CLO3D skin (non adjustable copy) and the rigged scan reference mesh. Amazing.
And now I have my interpolated avatar off the scan with editable measurement in the avatar editor. This is a seriously big update by CLO3D in this area of like for like human to digital equivalence.
Very impressive CLO3D 6 update.
So you can tweak the editable scan to reflect future changes in a house model, that's pretty handy.
And then you get your standard CLO3D avatar base mesh size to use as a morph target. The mesh interpolation is good given this was a scan that wasn't cleaned up in the under arm, and crotch and bust regions - which you would typically do as part of the process prior to placing in a scan. So if this is the quality within the beta test it's doing a fine job at this point.
And a rigged copy so you can place the scan into the 'T' pose if you want. So that might avoid the need to do that editing in external software like I show at the beginning of this post.
Very nice feature addition for CLO3D 6 - it's new, and so I will have to explore what that means in workflow changes - but it essentially looks like the developers have put in some seriously back breaking effort into dramatically improving this side of the physical real world < to > digital avatar workflow. Cutting out a huge amount digital prep work with other external tool-sets. Worked a treat on this rough test scan so I imagine on more polished character meshes it will be much better.
The surface interpolation to the original incoming scan is good.
In the key areas of the crotch, under arm and bust the surface fit algorithm does an exceptionally good job of making sure these landmark areas are hit the rough incoming scan (uncleaned) and the base mesh is held to the anthropometric frame (5-95th%~tile) values, which is just what you want from such a surface interpolation process, so this does cut down on the scan clean-up work.
A great addition and a very welcome surprise for CLO3D v6. This is the type of added value thinking that makes CLO3D a great fit with your digital workflow in one easy to use toolset. (I would clap here for the development team - but will they hear me ? )
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Wow indeed - the new beta version seems to have done the trick. Thanks so much for your reply!
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Yes it's a great new feature in the beta CLO3D 6.
Handy for any house model updates for fitting sessions as you can match (adjust) your new digital avatar to any new dimensional tweaks and postures. So this is perhaps where it could get really useful in keeping the QA of the garment fitting sessions in check with any house model dimensional changes over time. Or for custom made > where you can easily make a avatar update from a scanned client over time without going through the scan process every time - just update a waist, hip or bust measure on the digital double to reflect any subtle changes up or down with the avatar editor - much better for long term usability of the digital double asset.
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Hi aheryer,
I have an appointment to get a Fit3D scan of myself at a local gym. The staff isn't knowledgeable about the file formats from Fit3D. They seem to think I can only use the Fit3D app to view my scan. Can you give me a few pointers on what to ask for when I get my scan? Did Fit3D deliver your scan in obj or fbx format? How was your scan delivered to you? Any help/advice would be greatly appreciated!
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Hi Evon,
When you go in for a scan, you will likely create a Fit3D account. The information and login instructions should be automatically emailed to you. When you or your fit model log in after your appointment you want to:
1. Find your Scan History (Second icon down on the left) and click on "Scan History" (See attached image)
2. Click on the scan you want to use.
3. Download Scan OBJ (will pop up on the right side of the window)
You will need to do some alignment adjustments and possibly need to clean up the armpit/crotch area before bringing it into CLO. I just use Meshmixer (https://www.meshmixer.com/). Once you have it aligned the right way - the Avatar Converter should do the rest.
Good luck!
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Hi Aheryer,
Thank you! Getting the obj was straigthforward but I'm definitely going to have to clean up the underarm, back neck (a little too much hair in the way) and crotch areas. I used Blender but I haven't been successful yet in the underarm area. I'll try meshmixer next. Thank you for the recommendation!
I may try another scan to see if I can position my arms a little differently to create a little more space in the underarm.
thanks again!
Evon
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Woah, meshmixer is so much easier than blender. Thanks again!
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:-)
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