1. CLO Virtual Fashion Inc.
Marvelous Designer 2
&
CLO 3D 2011
Manual
Last Updated: 2011-02-24
2. Table of Contents
Note: Marvelous Designer 2 has all the functions listed below except for [A]
and * marked
functions. The mark [A]
indicates the functions included in Animation Editor plug-in and the mark
“*” indicates the functions available only in CLO 3D 2011. CLO 3D 2011 has all the features.
Installation Guide ...................................................................................... 1
Installation ............................................................................................................................................................................. 1
Deactivate License ............................................................................................................................................................. 5
Set Language ....................................................................................................................................................................... 6
Environment ............................................................................................... 7
Window and Pane.............................................................................................................................................................. 7
Avatar Window ........................................................................................................................................................... 7
Pattern Window ......................................................................................................................................................... 8
Object Browser ........................................................................................................................................................... 8
Property Editor ........................................................................................................................................................ 10
Toolbar.................................................................................................................................................................................. 13
View Control ...................................................................................................................................................................... 16
File .............................................................................................................. 17
Format .................................................................................................................................................................................. 17
Open and Save Garment Files .................................................................................................................................. 19
Layer Garments ................................................................................................................................................................ 21
Open Avatar Files ............................................................................................................................................................ 22
Open and Save Pose Files ........................................................................................................................................... 23
Open and Save Motion Files[A] ................................................................................................................................. 25
Open and Save Animation Files[A] ........................................................................................................................... 26
Export Animation[A] ........................................................................................................................................................ 28
Import and Export OBJ ................................................................................................................................................ 30
Import COLLADA Files .................................................................................................................................................. 34
Import /Export DXF-AAMA Files* ............................................................................................................................ 35
Print* ..................................................................................................................................................................................... 37
Guide for DAZ Studio & Poser Users............................................................ 38
Import COLLADA and OBJ from DAZ Studio .................................................................................................... 38
Import COLLADA and OBJ for Poser ..................................................................................................................... 42
Change Pose based on Vertex Morphing ........................................................................................................... 46
Change Pose based on Joint Transformation .................................................................................................... 49
Export Cloth as OBJ for DAZ Studio ...................................................................................................................... 54
3. Export Cloth as OBJ for Poser ................................................................................................................................... 57
Garments ................................................................................................... 60
Drape .................................................................................................................................................................................... 60
Synchronize ............................................................................................................................................................... 60
Place Pattern with “Arrangement Sphere” .................................................................................................. 61
Place Patterns with “Arrangement Points”.................................................................................................. 62
Rearrange All Patterns ......................................................................................................................................... 70
Reset Arrangement ............................................................................................................................................... 71
Flip Patterns .............................................................................................................................................................. 72
Place Pattern as Flat/Curved ............................................................................................................................ 75
Simulation.................................................................................................................................................................. 76
Move Draped Garments ..................................................................................................................................... 77
Activate Patterns ..................................................................................................................................................... 78
Set Fabric Detail ..................................................................................................................................................... 79
Layer Garments ....................................................................................................................................................... 80
Set Fabric Thickness for Simulation .............................................................................................................. 82
Set Material Properties ................................................................................................................................................. 83
Set Textures............................................................................................................................................................... 83
Set Colors and Transparency ............................................................................................................................ 87
Set Physical Properties ................................................................................................................................................. 89
Display .................................................................................................................................................................................. 90
Display and Hide Garments .............................................................................................................................. 90
Set Fabric Thickness for Rendering ............................................................................................................... 91
Display Garment Fit .............................................................................................................................................. 92
Display Contact Points......................................................................................................................................... 93
Display Seam Lines ............................................................................................................................................... 94
Avatar......................................................................................................... 95
Sizing* (will be updated) ............................................................................................................................................. 95
Display .................................................................................................................................................................................. 95
Display and Hide .................................................................................................................................................... 95
Set Rendering Style ............................................................................................................................................... 96
Animation[A] .............................................................................................. 97
Record in Simulation Mode ....................................................................................................................................... 97
Play and Edit on Animation Mode ....................................................................................................................... 101
3D Environment .....................................................................................103
Set Lighting ...................................................................................................................................................................... 103
Render in 3D Stereo .................................................................................................................................................... 104
4. Change Viewpoint ........................................................................................................................................................ 105
Pattern .....................................................................................................106
Design................................................................................................................................................................................. 106
Create Polygon, Rectangle and Circle Patterns ...................................................................................... 106
Create Internal Line, Polygons, Lines, Rectangles, Circles ................................................................. 108
Create Dart.............................................................................................................................................................. 110
Split Lines/Adding Points ................................................................................................................................. 111
Draw a 3-Point Curve ........................................................................................................................................ 112
Draw a Free Curve ............................................................................................................................................... 113
Edit Patterns ........................................................................................................................................................... 115
Copy and Pasting ................................................................................................................................................. 118
Make Fold Lines.................................................................................................................................................... 120
Insert Elastic ........................................................................................................................................................... 122
Place Print Texture ............................................................................................................................................... 124
Display ................................................................................................................................................................................ 126
Show and Activating Grid ................................................................................................................................ 126
Show Line Length ................................................................................................................................................ 128
Show Pattern Name ............................................................................................................................................ 129
Show Base Line ..................................................................................................................................................... 130
Show Mesh ............................................................................................................................................................. 131
Seams.......................................................................................................132
Sewing ................................................................................................................................................................................ 132
Editing Seams ................................................................................................................................................................. 134
Folding Seams ................................................................................................................................................................ 135
Displaying Seams .......................................................................................................................................................... 136
Window ...................................................................................................137
Display “Avatar Window” Dimension ................................................................................................................... 137
Screen-capture “Avatar Window” ........................................................................................................................... 138
Changing the Background of the “
Avatar Window”........................................................................................................... 140
5. Installation Guide
Installation
1. Please update your computer‟s graphic card before installing the software. For optimal
display and performance, the following specifications are recommended:
Recommended System Requirements:
OS: Microsoft Windows XP/Vista/7 32/64bit
CPU: Pentium i7 Series
GPU: Nvidia Geforce GTX 460(desktop), Nvidia Geforce 460M (laptop)
RAM: 4GB
Minimum System Requirements:
OS: Microsoft Windows XP/Vista/7 32/64bit
CPU: Pentium 4 3GHz
GPU: Nvidia Geforce 210(desktop),Nvidia Geforce310M(laptop)
RAM: 2GB
Links for Updating Graphic Card Driver:
[ NVIDIA Driver Download ]
[ ATI Driver Download ]
[ INTEL Driver Download ]
2. Run the installation file.
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6. 3. The installation window will pop up as shown below. Click the 'Next' button to proceed.
4. Read through the License Agreement and click the „I Agree‟ button.
5. Choose an installation location.
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7. 6. Choose a Start Menu Folder.
7. Wait while the program installs the files.
8. Once the installation is complete, click the „Finish‟ button to run CLO 3D & Marvelous
Designer.
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8. 9. When the Login window appears, enter the id and password you used to register at
www.marvelousdesigner.com.
10. In the window that follows, you will be able to set your graphics options. For slower
operating systems, we recommend you turn off all of the options.
11. After setting graphic options, the program loads the initial avatar and clothes. If the
program crashes after loading the data, as it must be due to the graphic card driver
problem, you should update to the latest graphic card driver.
12. After loading, you need to get authenticated. Enter the same id and password as used when
you login www.MarvelousDesigner.com in License Activation Dialog. Once the authentication
completed, you may use the program even in offline. But you should be online whenever
you need to update your license, for example, after purchasing the Personal License or
Small Business License.
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9. Deactivate License
In order to transfer the license onto the other PC or change the hardware configuration (CPU,
hard drive, network card, main board, etc), you should first deactivate the current license. It also
requires you to be online.
Note: The uninstaller does not deactivate your license automatically.
[Operation]
Click “Setting>Deactivate License”.
Click “Yes”
Deactivate License
Enter your ID and Password and click “Deactivate”.
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10. Set Language
The default language is English. We support English, Korean and Arabic now.
[Operation]
Click “Setting>Language” and select one you want to use.
Deactivate License
Restart the software to apply the change.
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11. Environment
Window and Pane
Avatar Window
You can dress avatar and record animation with the cloth.
Arrangement of Patterns Simulation Recording Animation
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12. Pattern Window
You can draw patterns, set seams and set textures here.
Drawing Patterns Sewing Setting Textures
Object Browser
[Operation]
You can check the lists of patterns,
shapes, Seams and object in Pattern
and Avatar Window. When you select a
pattern in Pattern and Avatar Window,
Scene it is showed up in the Object Browser.
Change the material of cloth in Avatar
Window.
Material
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13. Add and Edit the arrangement points.
Arrangement Point
Add and edit the arrangement
bounding volumes.
Arrangement BV
(Bounding Volume)
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14. Property Editor
Pattern Property
You can change the names of
patterns.
Basic Info
It shows entire length of a
Shape
shape.
You can adjust the
Pattern particle(mesh) distance of
patterns.
After arranging patterns with
“Arrangement Point”, you can
ajdust the details.
Arrangement
The colors of clothes can be set
here.
Material
The physical property can be
set here. There are some preset
of fabric like “Denim”, “Silk”,
“Cotton” and “Wool”. You can
Physical Property
also set detailed property by
using the menu, “Detail”.
You can adjsut the shirink,
thickness and coordinate with
Etc
“layer”.
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15. This menu displays when you
only select a line of pattern. You
Picked Line can see the length of the line
and insert elastic band.
Internal Shape Property
You can change the names of
internal polygons and lines.
Basic Info
This menu is to fold a pattern
by adjsuting angle of internal
Shape
shapes. You can make a iron
line and pleats with it.
Seam Property
You can change the names of
seams.
Basic Info
You can aslo set the angle of
Seam Pair
seams like the internal shapes.
Texture Property
After inserting textures, you can
edit them in this menu.
Texture Transformation
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16. Object Property
You can change the names of
objects in Avatar Window.
Basic Info
The colors of objects can be
adjsuted in this menu.
Material
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17. Toolbar
Pattern Design
Tools
Edit pattern (Z) To select and move patterns, lines, and points.
Create Polygon Pattern (A) To draw a polygon by plotting multiple points.
Create Rectangle Pattern (S) To draw a rectangle.
Create Circle Pattern To draw a circle.
Internal Polygon/Line (G) To draw internal shapes (polygons) and lines. This
tool is also used to indicate ironing lines or folding
lines within a pattern.
Create Internal Rectangle (F) To draw internal rectangles.
Create Internal Circle () To draw internal circles.
Create Dart (D) To draw darts (4 point darts) within a pattern.
Add Point/Split Line (X) To add points on a line or to split a line.
Change to 3-point Curve (C) To change a straight line into a 3-point curve.
Sewing Tools
Edit Seam (B) To select and modify sewing lines.
Segment Sewing (N) To sew seams by line segments.
Free Sewing (M) To sew seams by clicking on start points and end
points on corresponding patterns.
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18. Show Seam (Ctrl+B) To display/ hide seams.
Texture Design
Tools
Edit Texture (T) To select, move, rotate and scale textures.
Create Print Texture To insert a print texture onto a pattern.
Show Texture (Ctrl+T) To display/ hide textures.
Draping
Tools
Simulation (Spacebar) To start/ stop the draping simulation.
Synchronize (Ctrl+D) To synchronize the patterns, seams, and print
textures between the Avatar and Pattern Windows.
Show Cloth To display/ hide the garment.
Cloth Display Options
Click on the checkmark to activate/deactivate
garment display options.
Play Motion To play stop avatar‟s motion.
Show Avatar To display/ hide avatar.
Avatar Display Options
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19. Click the checkmark to activate/deactivate avatar
display options.
Show Arrangement Points To display Arrangement Points on the avatar.
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.
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20. View Control
You can control the view of the Avatar Window and the Pattern Window using your mouse.
[Operation]
To Move: Scroll-click and drag.
Move
To Zoom: Scroll.
Zoom In/Out
To Rotate: Click and drag the right button.
Rotate
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21. File
Format
Note: Marked formats “*” are only available in CLO 3D and [A] are available in Animation Editor
plug-in.
Marvelous Designer & CLO 3D own formats
It is an abbreviation of “Pattern and Cloth”. It has the data
Cloth *.pac
of cloth, pattern, seams and material.
It has a pose data of avatar. When you save clothes as
“*.pac” format this is automatically saved as “*.pos” file. You
Pose *.pos can change the avatar‟s pose easily with this file. The pose
can be saved only when you open an avatar model with
joints as COLLADA format.
It is a motion data of avatar. The motion can be saved only
Motion [A]
*.mtn when you open an avatar model with the motion as
COLLADA format.
It is a recorded file by simulating with motion(*.mtn) of
Animation[A] *.anm avatar. You need a cloth file(*.pac) to play this animation in
CLO 3D & Marvelous Designer or Marvelous Show Player.
It is a red points around avatar to arrange patterns easily. It
Arrangement Point *.arr
can be created based on Arrangement Bounding Volumes.
It is a cylinder covering parts of avatar and the start and
Arrangement end of it are connected with joint of avatar. Thus although
*.pan
Bounding Volume the avatar‟s pose is changed, you can use these
Arrangement BV by fitting the pose.
Physical Property *.psp It contains details about Physical Property of cloth.
Compatible Format
CLO 3D & Marvelous Designer currently supports COLLADA
COLLADA *.dae format for loading avatars. COLLADA files can be exported
from 3DS Max, Maya, Poser and DAZ Studio. COLLADA
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22. format contains rigging, skinning, animation data as well as
geometries and materials. You should install the
OpenCOLLADA plug-in
(http://www.opencollada.org/download.html) for exporting
COLLADA in 3DS Max or Maya.
You can import OBJ formatted avatar models, but only
OBJ *.obj
geometries and materials can be loaded.
DXF-AAMA is a standard format in pattern CAD industries.
DXF* *.dxf CLO 3D is now compatible with YUKA, Gerber, Lectra,
StyleCAD, Optitex, PAD System, etc.
It has skeleton hierarchy information and the motion data by
BVH[A] *.bvh
capturing actor‟s motion.
It has vertex animation data. After recording animation in
*.mc
Animation Cache[A] CLO 3D you can export the animation as point cache to 3DS
*.pc2
Max or Maya.
Image You can set texture on cloth with standard image file formats
Texture
Format such as *.jpg, *.bmp, *.png, *psd and etc.
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23. Open and Save Garment Files
To open and save garment files (*.pac).
Note: The avatar‟s pose file (*.pos) is saved with the garment file.
[Operation]
Click file>Open>Garment
Open Garment
Click file>Save As>Garment to save Garment for the first time or
under a different file name.
Save Garment
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25. Layer Garments
To import and layer garment files
[Operation]
In the main menu, click file> open> Layer Garment
Layer Garment
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26. Open Avatar Files
To load Avatars CLO 3D & Marvelous Designer currently supports COLLADA and OBJ formats for
loading avatars. Once you open an avatar, the previous avatar is replaced by the new avatar.
COLLADA files can be exported from 3DS Max, Maya, Poser and Daz Studio. COLLADA format
contains rigging, skinning, animation data as well as geometries and materials. You should install
the OpenCOLLADA plug-in (http://www.opencollada.org/download.html) for exporting COLLADA
in 3DS Max or Maya. You can also import OBJ formatted avatar models, but only geometries and
materials can be loaded.
[Operation]
In the main menu click File> Open> Avatar
Open Avatar
(COLLADA)
File>Import>OBJ
Open Avatar
(OBJ)
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27. Open and Save Pose Files
To load avatar‟s pose files (*.pos)
Once loaded, the avatar‟s pose automatically changes to the new one. The simulation mode will
turn ON to drape the garment on the new pose of the avatar.
Note: You can save pose files only if the avatar model has joints.
[Operation]
In the main menu, click File > Open> Pose
Open Pose
Before and after loading a pose
Play/Stop Pose
Transition Click (Play Motion) button.
Save Pose Click Files> Save> Pose.
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29. Open and Save Motion Files[A]
To open and save avatar motion files.
The motion file can only be saved when you open an avatar model who‟s current motion is saved
as a COLLADA file.
[Operation]
In the main menu, click File> Open> Motion
Open Motion
In the main menu, click File> Save> Motion
Save Motion
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30. Open and Save Animation Files[A]
All cloth animations and avatar motions can be recorded, saved, and loaded in this software. If
you are not familiar with the Animation features, please see the Animation section first.
* Before to load an animation file (*.anm), you have to load the cloth file (*.pac) and the avatar file used for
the animation recording. If the cloth file and the avatar file are not consistent with the animation file, the
animation will not be played properly.
[Operation]
Click the button to switch to the Animation Mode.
Click “File> Open> Cloth” to load the cloth used when you recorded
Open
the animation.
Click File>Open>Animation or the (Open) button to load an
animation. Then, the loaded animation will be displayed on
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31. “Animation Editor” pane.
Click the (Save) button. Then, “Animation Save” dialog will pop up.
Here you can specify the region you want to save.
Save
Entire Region Save whole cloth animation data.
Play Region only Save the cloth animation data within the Play
Region.
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32. Export Animation[A]
The animation data can be exported into the other 3D tools such as 3ds Max, and Maya. There
you can render the animation with high-quality renderer and make realistic virtual fashion shows.
[Operation]
Click “File> Export> OBJ Sequence” to export animation as a
sequence of OBJ files.
Export as OBJ
Sequence
Set options to export in “Cloth Animation Exporter” dialog.
Scale Set the scale manually.
Welding Weld the edges connected by seams.
Save Select the region to save.
Click “File> Export> Maya Cache” to export animation as a Maya
Export as Maya Cache Cache(.mc) file. And set options to export in “Cloth Animation
Exporter” dialog.
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33. Click “File> Export> Point Cache 2” to export animation as a Point
Cache(.pc2) file. And set options to export in “Cloth Animation
Exporter” dialog.
Export as Point Cache 2
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34. Import and Export OBJ
To import OBJ files as an Environment or an Avatar.
Garments do not collide with Environmental objects, however the Avatar can collide with
Environmental objects. Avatar morphing is possible with OBJ importing if you save an MTL file
(containing the material information) with the same name as the OBJ file.
[Operation]
In the main menu, Click File> Import> OBJ
Import OBJ
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35. Scale Determines the scale of the object‟s size.
Note: The default units of CLO 3D & Marvelous Designer
are millimeters (mm).
Unit in File to Import: select a preset unit.
Auto Scale: automatically change the scale of OBJ
file.
Axis Conversion Swap Y and Z Axis: Swap the Y axis of OBJ file to
with Z axis.
Option Load as New Avatar: Loads the OBJ file as an Avatar.
Load as Static Object: Loads the OBJ file as an
Environmental object that does not collide with
garment
Load as Morph Target and Animate: Loads the OBJ
file as a Morph Target. With this option you can
change the pose or size of the current avatar into
that of the new avatar. With morphing, both avatars
will have the same mesh topology.
Morphing Frame Count: Indicates the number of
frames in the morphing animation. The smaller the
number, the faster the Avatar will morph.
Pose change
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36. Size change
In the main menu, Click File> Export> OBJ
Export OBJ
After naming the file, the following window will appear.
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37. Scale Determines the scale of the object‟s size.
Note: The default units of CLO 3D & Marvelous Designer are
millimeters (mm).
Object Welding: connects overlapping vertices on seam lines. If it is not
checked, Garment will be separated into individual pattern pieces.
Shape List: selects shapes to export.
Note: “Cloth_Shape” is the name of the garment object.
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38. Import COLLADA Files
To load a COLLADA file within an environment model.
[Operation]
In the main menu, Click File> Import> COLLADA
Import COLLADA
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39. Import /Export DXF-AAMA Files*
DXF-AAMA is the standard CAD format used in the fashion industry. CLO 3D is now compatible
with YUKA, Gerber, Lectra, StyleCAD, Optitex, PAD System, etc. As the DXF-AAMA format is
different for every system and the exporting options vary, you may fail to load some files in CLO
3D. If you run into this problem, please send the file to support@MarvelousDesigner.com. We will
try our best to resolve the issue in a timely manner. .
[Operation]
In the main menu, Click File> Import> DXF
In the following window, you can determine the scale of the pattern.
Import DXF
File Check the path of file or load DXF file.
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40. Scale Determines the scale of the DXF file‟s size.
Note: The default unit of CLO 3D is millimeters
(mm).
Option Swap outer line and sewing line: The export
options in most pattern CAD systems allow outer
lines and sewing lines to be swapped. Turn this
option on if the lines have been swapped during
the export process.
Minimum Distance Point: is distance between points. Because the
points in this distance are automatically deleted,
sometimes the line of pattern is distorted. In this
case, narrow this distance.
Curve Point: is the distance between “Free Curve
Points”.
In the main menu, Click File> Export> DXF
Export DXF
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41. Print*
CLO 3D currently prints objects in the Pattern Window. The scale is determined by and limited to
the size of a single page. The printing of 1:1 scale patterns will be included in a future update.
[Operation]
Right-click on the background of the Pattern Window to display the popup
menu. Click “Show All Patterns in Window”
Print
Click File> Print Preview to preview the print area. Then click File> Print.
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42. Guide for DAZ Studio & Poser Users
Import COLLADA and OBJ from DAZ Studio
You can import the avatar of DAZ Studio into CLO 3D & Marvelous Designer.
[Operation]
Load an avatar at DAZ Studio.
Import as COLLADA Click “File> Export at DAZ Studio”.
And select “COLLADA.dae(*.dae)” in Save as type.
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43. Click “File> Open> Avatar” in CLO 3D & Marvelous Designer to open
the avatar.
Click “File> Export at DAZ Studio”.
Import as OBJ
And select “Wavefront Object (*.obj)” in Save as type.
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44. Enter “1000%” in the scale value in the OBJ Export Options, because
the default unit of Marvelous is millimeter while it is centimeter in Daz
Studio.
Click “File> Import> OBJ” in CLO 3D & Marvelous Designer to import
the avatar model.
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45. Then, click “OK” to import. (If you exported the avatar model form DAZ
Studio in “100%” scale, you have to change the scale value to “1000%”
in the Import OBJ Dialog.)
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46. Import COLLADA and OBJ for Poser
You can import the avatar of DAZ Studio into CLO 3D & Marvelous Designer. Note that this
manual was written based on Poser 8
[Operation]
Open an avatar at Poser.
Click “File> Export> COLLADA”.
Import as COLLADA
And export the avatar as “100%”.
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47. Click “File> Open> Avatar” in CLO 3D & Marvelous Designer to open
the exported model.
Click “File> Export> Wavefront OBJ”.
Import as OBJ
Select single frame and whole objects of avatar in the option dialog.
43
48. Set options as below and click “OK” to export.
Click “File> Import> OBJ” in CLO 3D & Marvelous Designer.
And enter “262128%” in the scale slot in the Import OBJ Dialog
because Poser‟s default unit is 8.6 feet and CLO 3D & Marvelous
Designer‟s is millimeter. In the case you changed the default unit in
Poser, you have to calculate it yourself.
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50. Change Pose based on Vertex Morphing
There is a two way to change the pose of V4. The first is to morph the avatar into the target pose
by loading the target posed avatar model formatted in OBJ. As we take a vertex morphing
method, if there is a large gap between the initial and final poses, the avatar could be distorted
during morphing process as you can see in the middle images below. For those cases we
recommend you to create an intermediate pose model and use it as the target posed avatar first.
Then apply morphing process with the final posed avatar once again. If you feel like this task is
cumbersome, you can take the second way, “Changing Pose based on Joint Transformation” will
be described in the following section, which requires COLLADA formatted avatar models.
[Operation]
There are two poses required; one is for draping clothes easily and
the another is for changing pose. Export two poses of avatar as the
OBJ file format from DAZ Studio.
Export Avatar as OBJ
from DAZ Studio
Initial Pose Final Pose
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51. Click “File> Import> OBJ” to load the T-posed V4 in CLO 3D &
Marvelous Designer.
Check the “Load as New Avatar” in “Import OBJ” Dialog.
Morphing OBJ to
Change Pose
Then put clothes on the V4.
“File> Import> OBJ” to load another pose of V4.
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52. Check the “Load as Morph Target and Animate”. The “Morphing
Frame Count” denotes the number of frames of the morphing
animation from the current pose to the target pose. Set the count of
frame and click “OK”.
Then the pose is changed gradually as much as the count of frame.
After changing the pose, adjust the clothes with the “Q” key.
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53. Change Pose based on Joint Transformation
You can easily change the pose with this way since Joint Transformation results in better
interpolation between two poses. In order to take this approach you need to prepare the avatar
models in COLLADA that has joint data.
Note: You also need the final posed avatar in OBJ. This is because there is a little difference
between the shapes of the original avatar in DAZ Studio and the avatar loaded as in COLLADA
format in CLO 3D & Marvelous Designer since DAZ Studio‟s COLLADA exporter does not fully fill
the joint and skinning weight information in the file. Thus the work flow after the Joint
Transformation is as follows.
Dressing the COLLAD formatted avatar Loading the OBJ formatted avatar Fitting the clothes to the OBJ
formatted avatar
[Operation]
There are two poses required; one is for draping clothes easily and
another is for changing pose. Export the initial posed and final posed
avatars as COLLADA from other tools.
1. Prepare the initial
and final posed avatar
as COLLADA
Initial Pose Final Pose
2. Prepare the final
Export the final pose of the avatar as OBJ.
pose as OBJ
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54. Click “File> Open> Avatar” and open the final pose.
3. Save Pose
Click “File> Save> Pose” to save the pose as a .pos file.
Click “File> Open> Avatar” to load the initial posed avatar.
4. Change Pose
Put clothes on the avatar.
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55. Click “File> Open> pose” to load the .pos file you saved. Then the
avatar‟s pose will be changed gradually. It can take a while according
to the complexity of the clothes.
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56. Click “File> Import> OBJ”.
Then some parts of body and clothes would intersect each other.
5. Fit Clothes
Here you should pull out the cloth manually. For this, drag the cloth
while pressing down „Q‟ key (see “Moving Cloth” section).
Turning on “Avatar-Cloth Collision Detection (Vertex-Triangle)” can
make this task much easier though it can slow down the simulation a
little. You can check on this option in the Simulation Property which
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57. you can select in the background popup menu in Avatar Window.
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58. Export Cloth as OBJ for DAZ Studio
[Operation]
Make a cloth on the avatar.
Export Cloth as OBJ
Click “File> Export> OBJ” to export the cloth.
Check only on “Cloth_Shape” to export the cloth only. Check on
“Welding” to weld seams of cloth. Let the scale percentage be as
“100%”.
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59. Click “File> Import” in DAZ Studio to load the cloth.
And enter “10%” in the scale slot in OBJ Import Options Dialog.
55
60. Note: To load texture images correctly, you should follow directions
below.
- Texture name and file path should be alphabets with no spacing.
- The cloth file name also should be alphabets with no spacing.
56
61. Export Cloth as OBJ for Poser
[Operation]
Make a cloth on the avatar.
Export Cloth as OBJ Click “File> Export> OBJ” to export the cloth.
Check only on “Cloth_Shape” to export the cloth only. Check on
“Welding” to weld seams of cloth. Let the scale percentage be as
“100%”.
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62. Click “File> Import> Wavefront OBJ” at Poser
First, import the object as “100%”.
58
63. And then you should scale the object manually because Poser auto-
resize the object when importing it.
59
64. Garments
Drape
Synchronize
To synchronize the patterns, seams and print textures between the Avatar and Pattern windows.
When Synchronize is on, changes made in the Pattern Window are immediately reflected on the
garment placed or draped in the Avatar Window.
Note: Pattern pieces turn blue after they have been synchronized.
[Operation]
Synchronize
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65. Place Pattern with “Arrangement Sphere”
You can move patterns in the Avatar Window with the Arrangement
Sphere. The Sphere is displayed when you select a pattern in the
Avatar Window or the Pattern Window.
[Operation]
Move Patterns Drag on the arrows to move patterns along an axis . Use the colored arcs to
rotate along an axis. You can also move the patterns freely by dragging the yellow
box in any direction.
The green arrow moves the pattern along the Y axis (up/down)
Y Axis
The red arrow moves the pattern along the X axis
X Axis
(left/right).
The blue arrow moves the pattern along the Z axis
Z Axis
(forward/back).
Rotating Patterns The green arc rotates the pattern along the Y axis.
Y Axis
The red arc rotates the pattern along the X axis.
X Axis
The blue arc rotates the pattern along the Z axis.
Z Axis
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66. Place Patterns with “Arrangement Points”
You can easily arrange the patterns around the avatar with the Arrangement Points. The
Arrangement Points indicate key positions on the body, such as the bust, waist, sleeve, and wrist.
Select the pattern you would like to place, then click an Arrangement Point near the area you
would like it to drape on. The pattern will move and wrap itself around the area, referencing the
Arrangement Point as its midpoint position.
Arrangement Points are placed on the Arrangement Bounding Volumes (BVs) that enclose each
part of the avatar‟s body. The Arrangement Points and BVs can be edited in the Object Browser.
[Operation]
Click in the Avatar Window toolbar or right click to show the
popup menu and select “Show Arrangement Points”.
Show Arrangement
Points
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67. After placing the pattern, you can edit the position under the
Arrangement tab in the Property Editor.
Arrange Patterns
Arrangement Point Shows the Arrangement Point the pattern referenced
Shape Type Makes the pattern curved or flat.
Position X Adjusts the pattern‟s X position on the Arrangement BV.
Position Y Adjusts the pattern‟s Y position on the Arrangement BV.
Offset Adjusts the offset from the Arrangement BV. The
curvature will change accordingly .
Direction Adjusts the direction of the pattern on the
Arrangement BV.
Vertical Reverse Flips the pattern vertically. You can also do this with
the popup menu in Avatar Window.
Horizontal Reverse Flips the pattern horizontally. You can also do this with
the popup menu in Avatar Window.
Edit
Click the “Arrangement Point” tab in the Object Browser. Then click
Arrangement Add
“add” to create a new Arrangement Point.
Point
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68. A new Arrangement Point “Body” is created.
Click the newly created “Body” tab, and its properties will be displayed
in the Property Editor. Choose the Arrangement BV and adjust the
parameters to edit the position of the Arrangement Point.
Basic Info Name Name of the Arrangement Point
Arrangement BV Selects an arrangement board to place the
arrangement point on.
X Adjusts the horizontal position of the point
64
69. Y Adjusts the vertical position of the point.
Offset Adjusts the offset of the point from the
Arrangement BV.
Click an Arrangement Point you would like to delete in the
Arrangement Point list, and click the “delete” button.
Delete
Click “open” in the Arrangement Point tab.
Open
And then open an “*.arr” file.
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70. Click the “save” button in the Arrangement Point tab.
Save
Click the triangle button next to the “Show Avatar” button in the
Avatar Window. Then click the “Show Arrangement Bounding Volume”
tab.
Show
Edit
Arrangement
BV
Click the “Arrangement BV” tab in the Object Browser. Then click “add”
Add
to create a new Arrangement BV.
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71. A new Arrangement BV “Pan” is created.
Click “Pan”, and its properties will be displayed in the Property Editor.
Here you can set the position, height and radius of the BVs. Move and
rotate the BV using the Arrangement Sphere.
Basic Info Name Name of the Arrangement BV
Arrangement Joint Name 0 Sets the joint that connects to the
67
72. bottom of the Arrangement BV.
Joint Name 1 Sets the joint that connects to the
top of Arrangement BV.
Height Adjusts the height of the
Arrangement BV.
Radius X
Adjusts the radius of the
X axis.
Radius Y
Adjusts the radius of the
Y axis.
Click the Arrangement BV you wish to delete from the Arrangement BV
list, then click the “delete” button.
Delete
The “Fitting” option will generate Arrangement BV based on the
avatar‟s current pose. Click the “Fitting” button in the Arrangement BV
tab.
Fitting
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73. Before and after BV fitting
Click the “open” button in the Arrangement BV tab.
Open Open a “*.pan” file.
Click the “save” button in the Arrangement BV tab.
Save
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74. Rearrange All Patterns
To return all patterns to the last arrangement before draping.
[Operation]
Click the button in the Avatar Window.
Rearrange All Patterns
Right-click on the pattern you would like to rearrange to activate the
popup menu and select “Rearrange Selected Patterns” tab.
Rearrange
Selected Patterns
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75. Reset Arrangement
To reset the arrangement of all patterns
All patterns in Avatar Window will be arranged on a single axis as displayed in the Pattern
Window.
[Operation]
Click the button in the Avatar Window.
Reset Arrangement
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76. Flip Patterns
To flip patterns horizontally and vertically
“Flip Horizontally” rotates the pattern 180° on Y-Axis, and “Flip Vertically” rotates the pattern 180°
on X-Axis. You can also flip the patterns while keeping their curvature with “Reverse-arrange
Horizontally” or “Reverse-arrange Vertically” in the right-click activated popup menu.
[Operation]
Right-click on the pattern you want to flip, and select “Flip Horizontally”
in the popup menu.
Flip Horizontally
Right-click on the pattern you want to flip, and click “Flip Vertically” in
the popup menu.
Flip Vertically
Reverse-arrange Right-click on the pattern you want to flip, and click “Reverse-arrange
Horizontally Horizontally” in the popup menu.
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77. Or select a pattern and check the “Horizontal Reverse” option in the
Arrangement tab of the Property Editor.
Right-click on the pattern you want to flip, and click “Reverse-arrange
Vertically” in the popup menu.
Reverse-arrange
Vertically
Or select a pattern and check the “Vertical Reverse” option in the
Arrangement tab of the Property Editor.
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79. Place Pattern as Flat/Curved
To place patterns as curved or flat objects for better draping
After placing pattern on Avatar using Arrangement Points, select “Arrange as Flat” or “Arrange as
Curved” from right-click activated popup menu. .
[Operation]
Right-click on the pattern you want to change, and click “Arrange as
Flat” or “Arrange as Curved” in the popup menu.
Place as Flat/ Curved
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80. Simulation
You can use the “Simulation” button to sew patterns into 3D garments and play/stop 3D
garment animations.
[Operation]
Simulation
Click the (Simulation) button to simulate.
Turn on both the (Simulation) and (Synchronize) buttons. Any
changes made on patterns in Pattern Window are immediately reflected
in the Avatar Window.
Synchronized Design
You can display the simulation speed by selecting Window> Show
Frame Rate. Higher FPS (frames per second) indicates a faster
simulation speed.
Show Frame Rate
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81. Move Draped Garments
To pick up and move parts of the draped garment
It is also possible to pin the garment at a specific point in space.
[Operation]
Click and drag a part of the garment while holding down the key.
Move Garment
Click a part of garment while holding down the key. A dark red
pin will appear on the garment. You can click and drag to move the
Pin Garment
position of the pins.
Remove Pin
Click the pin again holding down the key.
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82. Activate Patterns
To activate/deactivate patterns.
Deactivated patterns will not move or show changes during simulation.
[Operation]
Right-click on a pattern you would like to activate/deactivate, and select
“Activate/Deactivate Pattern” in the popup menu.
Activate/Deactivate
Pattern
Right-click to activate the popup menu and select “Activate All Patterns”
Activate All Patterns
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83. Set Fabric Detail
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.
[Operation]
Select the pattern, then enter a value from 5.0 to 700.0 in the Particle
Distance tab of the Property Editor. This change will be reflected in the
Avatar Window when it is refreshed using the (Reset
Arrangement), (Rearrange All Patterns) or (Synchronize) tools.
Set Fabric Detail
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84. Layer Garments
To coordinate and layer garments. .
[Operation]
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.
Set Layer
Open a garment.
Coordinate
Click File> Open> Layer Garment to add another garment layer.
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85. Select all the patterns of the newly imported garment in the Pattern
Window. Then enter “1” in the Layer tab.
Press the simulate button in the Avatar Window to see the changes.
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86. Set Fabric Thickness for Simulation
You can mimic volumetric fabrics that have quilting or padding
by increasing the thickness of the garment.
[Operation]
Select the pattern, then enter a value in the “Thickness (Simulation)”
tab in the Property Editor (under Physical Property> Fabric Property>
Etc)
Set Fabric Thickness
for Simulation
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87. Set Material Properties
Set Textures
To import texture files
In addition to Global Map and Color options, CLO 3D & Marvelous Designer use standard images
files to render the 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. To import
files, simply drag and drop the file from a folder on your computer directly into the program.
Supported 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
[Operation]
Drag from Window Folder:
Open a folder containing texture images. Drag and drop an image form
the folder onto a pattern in the Avatar or 2D Pattern Window. .
Insert Texture
Set Global Map at Property Editor:
The global map is an image file that is used to represent the texture of
the fabric. To specify the image path, click the button on the
Global Map tab.
83
88. With 32bit images like PNG, TGA, TIFF and etc., you can render the
transparency /sheerness of fabrics such as lace.
Drag on a pattern to translate its texture. To rotate or scale
the texture you can use gizmo.
Scale Vertically
Scale Proportionally
Gizmo
Scale Horizontally
Transform Texture
Rotate
Mouse-drag on a pattern to move the position of the
Move
texture.
Click on a pattern to display the Gizmo and drag the
Scale
diagonal points to scale the texture.
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89. Reduction Expansion
If you want to scale vertically or horizontally, drag the points
being on end of each direction.
Scale Vertically Scale Horizontally
Or you can scale the texture size by entering a value in the
“Texture Transformation” of the Property Editor displayed
when you select a texture with the (Edit Texture) tool.
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90. Mouse-drag along the yellow circle to rotate a texture. The
axis of rotation is the point you clicked on a pattern.
Rotate
Or enter a value of angle in the “Texture Transtformation”.
To delete the texture, right-click to activate the popup menu and select
“Delete Texture.”
Delete Texture
Display Texture
Click the button to display or hide textures in Pattern Window.
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91. Set Colors and Transparency
To set the material properties of the garment
Select the pattern you wish to assign material properties to. Then use the tabs in the Property
Editor to customize parameters.
[Operation]
Click the button on the color option tabs (Ambient, Diffuse,
Specular, Emission) Then select the color of the garment in the
window that follows.
Ambient Color: The color of light reflected from the objects around.
Adjust Color Diffuse Color: the color of light diffused on the surface of the
garment.
Specular Color: the color of light reflected on the surface of the
garment. You can render a variety of shiny fabrics by adjusting the
values of this function. In addition, you can change the strength of
the shine by adjusting the values in the “Shininess” tab.
87
92. Emission Color: the color of light reflecting by itself. You can make
details like retro reflective fabric.
To adjust the transparency of the garment. The value “0” indicates a
completely transparent garment.
Adjust Transparency
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93. Set Physical Properties
You can set detailed physical properties of the rendered materials, such as stretch, shearing
strength, bending strength, internal damping, buckling point and density.
[Operation]
Basic presets such as silk, wool, and cotton are provided. You can
customize the settings and save/load them. Additional settings will
be added through www.MarvelousDesigner.com
Set Physical Properties
Stretch (Weft) Horizontal stretch of fabric
Stretch (Wrap) Vertical stretch of fabric
Shearing Strength Bias stretch of fabric
Bending Strength Bendability
Internal Damping Internal damping
Buckling Point Rate of buckling ranging from 0.0 to 1.0
Density Density
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94. Display
Display and Hide Garments
[Operation]
Click the (Show Cloth) button to display or hide garments.
Display Garment
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95. Set Fabric Thickness for Rendering
[Operation]
Click the triangle button next to the “Show Garment” button. Then
select Rendering Style> Thick Textured Surface.
Display Thickness
Select the pattern to adjust. Then enter a value in the “Thickness
(Rendering)” tab in the Property Editor (under Physical Property> Fabric
Property> Etc)
Adjust Thickness
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96. Display Garment Fit
To see how well the garment fits, you can change the Rendering Style to “Pressure”. The blue
indicates areas that fit loosely; the red indicates areas that are tight.
[Operation]
Click the triangle button of the (Show Cloth) button, and select
Rendering Style> Pressure.
Show Garment Fit
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97. Display Contact Points
This function will display points on the garment that are in contact with the Avatar‟s body.
[Operation]
Click the triangle button of the (Show Cloth) button. Click the
“Show Contact Point” on/off to display /hide the contact points.
Show Contact Point
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98. Display Seam Lines
[Operation]
Click the triangle button of the (Show Cloth) button Click the
“Show Sewing Lines” on/off to display/hide the sewing lines.
Show Sewing Lines
94
99. Avatar
Sizing* (will be updated)
Display
Display and Hide
[Operation]
Click the button to display or hide the avatar.
Display/Hide Avatar
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100. Set Rendering Style
The Avatar can be displayed in three different rendering styles: textured, surface, and mesh.
[Operation]
Click the triangle button next to the “Show Avatar” button. Select the
style you want to display.
Set Rendering Style
Textured Surface Surface Mesh
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101. Animation[A]
You can record the movement of garment to the avatar’s motion and save and open it. As the
animation data can be exported into other 3D tools such as 3ds Max, and Maya, you can finally
produce realistic virtual fashion shows like shown in the picture below.
Record in Simulation Mode
This software enables you to record all movements of cloth into 3D position data only by clicking
“Record” button. Of course, you can play and save the recorded animation data.
There are two modes in this software. One is a “Simulation Mode” to make a cloth and record an
animation. The other is an “Animation Mode” to play an animation recorded in simulation mode.
[Operation]
Recording Click “File>Open>Motion” to load a motion.
97
102. Then, a pop-up dialog will ask if you want to create a transition
motion which smoothly transits from the avatar‟s current posture to
the first frame posture of the loaded motion. If you select “No”, the
avatar will jump to the first frame of motion at a time.
Click the (Record) button. Then the avatar and cloth will start to
move and the program will start to record their movements. Once the
avatar‟s motion is played to the end, the recording is stopped
automatically. In order to manually stop the recording, click the
(Record) button again.
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103. To check the recorded animation, “Animation Mode” must be
activated. Click the (Change to Animation Mode) button to switch
from “Simulation Mode” to “Animation Mode”.
Sometimes you can have the problems such as very elastic cloth
movements, shapes stretched too much and intersections between
avatar and cloth. In order to alleviate those problems you need to
change the “simulation quality” as the following.
Click the roll down button next to the (Simulation) button.
Increase Animation
Then select “Complete”. This will increase the simulation quality even
Quality
though the simulation will slow down.
During the simulation, sharp parts like hands or feet can penetrate
the cloth. To remedy this, you may use the more accurate collision
Collision Handling for option as the following.
Sharpe Objects Right-click on a background of Avatar Window and select the “Set
Simulation Property” on the popup menu. Then check the “Avatar-
Cloth Collision Detection (Vertex-Triangle)” of Property Editor.
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105. Play and Edit on Animation Mode
Once the recording was completed, you can play the recorded animation in “Animation Mode”.
In most of the cases, you can see three animations in an Animation Editor Pane. The first blue bar,
the second blue bar and the red bar on the timeline indicate the avatar‟s motion, the transition
animation, the recorded cloth animation, respectively.
[Operation]
After you load animation file (*.anm) or finish the recording on the
Simulation Mode, click the (Change to Animation Mode) button
to go to “Animation Mode”.
Play
You can play the animation by using the animation tools.
Go to the start point of the Play Region.
(Go to Start)
Play the animation
(Play)
Go to the end point of the Play Region.
(Go to End)
Repeat to play in the Play Region.
(Repeat)
Set the playing option – Frame stepping or
(Fame Stepping / Real Time) Real-time.
Adjust the play speed.
Please note that the animation will be playing only within the Play
Region.
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106. Set Play Region
The “Play Region” is displayed as the yellow bar on the top. Drag
either its start or its end to adjust the Play Region.
Before to load an animation file (*.anm), you have to open the cloth
file (*.pac) used for the animation recording. Refer to “File> Open and
Save Animation” section for details.
Open and Save
* If the cloth file is not consistent with the animation file, the animation will
not be played properly. Thus we recommend you to save the cloth
immediately after recording animation.
The animation data can be exported into the other 3D tools such as
3ds Max, and Maya. There you can render the animation with high-
Export
quality renderer and make realistic virtual fashion shows.
Refer to “File>Export Animation” section for details.
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107. 3D Environment
Set Lighting
To change the color of the lighting in Avatar Window
[Operation]
Right-click in the Avatar Window to activate the popup window. Click
on “light preset”.
Load Preset Lights
Select a preset number to change the lighting.
0 1 2 3
You can manually set the position and color of the lighting. Under
Environment > Light menu, click the “Show Light” tab. Each light
Move, Rotate, Change
object is displayed in the Avatar Window and you can select, move
Color
and rotate as you would for the pattern pieces. The color of the
lighting can be changed through the color tabs in the Property Editor.
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108. Render in 3D Stereo
You can render the scene in Avatar Window as a 3D Stereoscopic.
[Operation]
Right-click in the Avatar Window to activate the popup menu. Then
check the “Render in 3D Stereo” tab.
Render in 3D Stereo
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109. Change Viewpoint
To switch to preset views of the Avatar
[Operation]
Right-click in the Avatar Window to activate the popup window,
then select the viewpoint.
Change Viewpoint
105
110. Pattern
Design
Create Polygon, Rectangle and Circle Patterns
[Operation]
Select the Polygon Pattern tool. Click points in the Pattern Window to draw a
polygon. Complete the pattern by clicking on the starting point. To make a
curved segment within the polygon, hold down the CTRL key while clicking on
Polygon Pattern the point.
Select the Rectangle Pattern tool. Click and drag to draw a rectangle. Release the
mouse button to complete the pattern. To create a rectangle with specific width
and height values, click and release the left mouse button. Enter the values in the
Rectangle Pattern window that follows.
Select the Circle Pattern tool. Click and drag to draw a circle. Release the mouse
Circle Pattern button to complete the pattern. To create a circle with a specific radius and
position, click and release the left mouse button. Enter the values in the window
that follows.
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112. Create Internal Line, Polygons, Lines, Rectangles, Circles
To create shapes within the pattern
The internal shapes are necessary for the placement of pockets, buttons, elastic bands and ironing
lines. The internal shapes are currently limited to the boundaries of the pattern and cannot cross
the outline of the pattern. This limitation will be removed in a future update.
[Operation]
Select the Internal Polygon/Line tool. Click points within a pattern to draw an
internal polygon. Complete the pattern by clicking on the starting point. To draw
internal line segments, double click the end point. To make a curved segment
within the polygon, hold down the CTRL key while clicking on the point.
Internal
Polygon/Line
Select the Internal Rectangle tool. Click and drag within a pattern to draw an
internal rectangle. Release the mouse button to complete the pattern. To create
an internal rectangle with specific width and height values, click and release the
left mouse button. Enter the values in the window that follows.
Internal Rectangle
Select the Internal Circle tool. Click and drag within a pattern to draw an internal
Internal Circle circle. Release the mouse button to complete the pattern. Release the mouse
button to complete the creation. To create an internal circle with a specific radius
and position, click and release the left mouse button.
Enter the values in the window that follows.
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114. Create Dart
To create darts within the pattern
[Operation]
Select the Dart tool. Click and drag within a pattern to draw a dart.
.
To create a dart with specific width and height values, click and release the left mouse
Dart
button. Enter the values in the window that follows. The values are measured from the
center of the dart.
110
115. Split Lines/Adding Points
To split lines by adding points on the line
[Operation]
Select the Add Point tool. Click on a line to add a point
Add Point
Right-click on the line to enter a specific length or ratio for the new point.
Select the Pattern Edit tool. Select a point and press the Delete or Backspace
key. You can also select the delete function through the right-click activated
popup menu.
Delete Point
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116. Draw a 3-Point Curve
3-Point Curves consist of two end points and a control point (red dot). You can adjust the
curvature by dragging the control point. Anchor points cannot be added onto 3-Point Curves.
[Operation]
Select the Draw Curve tool. Click and drag the line you would like to
curve.
Draw Curve
Select the Pattern Edit tool. Click and drag the control point.
Edit Curve
Select the Pattern Edit tool. Click on the control point and press the
Delete or Backspace key. You can also select the delete function
through the right-click activated popup menu.
Delete Curve
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117. Draw a Free Curve
[Operation]
Use the Polygon Pattern tool to draw curves involving more than 3 points.
Hold down the CTRL key while clicking new points to draw curves.
Draw Free Curve
Select the Add Anchor Point tool. When you roll the cursor over the curve
segment, the points and segment lines of the pattern will appear. Click on the
line to add a new anchor point.
Add Anchor Point
Select the Pattern Edit tool. Click and drag the anchor point.
Edit Free Curve
Select the Pattern Edit tool. Click on the anchor point and press the
Delete Curve Delete or Backspace key. You can also select the delete function.
Through the right-click activated popup menu.
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119. Edit Patterns
[Operation]
Select the Pattern Edit tool. Click and drag a pattern to move it within
the Pattern Window. To select multiple patterns, click on the patterns
while holding down the (Ctrl) or (Shift) keys.
You can select and edit individual points and lines on a pattern after
selecting the pattern with the Pattern Edit tool. Click and drag to
Select and Move move. You can select multiple points and lines by holding down the
Pattern (Ctrl) or (Shift) keys.
Hold down the (Shift) key while dragging a point or a line. Axis-
aligned guide lines will appear and let you move them along the
guide.
Move Vertically,
Horizontally, Diagonally
Moving a point Moving a line
Move Along
Slope of Line Hold down the (Ctrl) key while dragging a point. Guide lines will
appear along both lines connected to the point.
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120. Moving a point Moving a line
To move with a specific value, right-click while dragging a point or
line. Enter the value in the window that follows. This operation can be
used with the Ctrl or Shift key to move along axes or angles.
Move With
Specific Length
Use the arrow keys to move a point, a line or a pattern. The objects
will move at 100mm intervals by default.
Move with Arrow Key
Pressing the (Left Arrow) key. The unit distance is 100mm.
You can change the default unit distance in Pattern Editor Properties
listed in the Patterns menu. The Editor will appear in the Property
Editor Window.
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122. Copy and Pasting
[Operation]
To Copy/ Select the patterns that you would like to copy, then press Ctrl+C to copy and
Paste a Pattern Ctrl+V to paste. You can also select the Copy and Paste tabs in right-click
activated popup menu. A ghost pattern will appear. Click to set the location. .
Flip Horizontal/ Select one or more patterns and select the “Flip Horizontal” or “Flip Vertical”
Vertical tabs in the right-click activated popup menu.
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123. Mirrored Copy and Select the patterns that you would like to copy, then press Ctrl+C to copy and
Paste Ctrl+R to mirror-paste. You can also select the Copy and Mirror-Paste tabs in
the right-click activated popup menu. A ghost pattern will appear. Click to set
the location.
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124. Make Fold Lines
Patterns can be folded using internal lines. With this feature, you can make creases for iron lines,
tucks, and pleats. It is also possible use it to fold along seams between patterns (see the section
on Seams).
[Operation]
After selecting an internal line, adjust the “Folding Angle” listed under
the Shape tab in the Property Editor.
You can adjust the angle from 0° to 360°. The default value is 180°,
Adjust Folding Angle
representing a flat surface. Increase the value to make the pattern fold
inwards. Decrease the value to make the pattern fold outwards.
0° 360°
The higher the value, the stronger the crease.
Adjust Folding Strength
Turn the “Render Folded” option on to make the fold line
Set Folding Sharpness
sharp/smooth.
120
126. Insert Elastic
[Operation]
Select a line and locate the Line tab in the Property Editor. Turn the
“Elastic” option on.
Insert Elastic
The value of the “Elasticity Strength” reflects the tension of the elastic.
The higher the value, the higher the tension.
Elasticity Strength
The value indicates the ratio between the length of the rubber band
Elasticity Ratio
and its corresponding line.
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128. Place Print Texture
[Operation]
Place Print Texture Click the button to open an image.
Click on a pattern you want to insert and then enter the size of print
texture.
Click the button to synchronize the print texture to the Avatar
Window.
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129. Edit Print Texture The whole size of print texture can be scaled by using the tool.
Select and drag to move the position. And drag the points around
the print texture being displayed when you selected to scale whole
size.
Transform Inner You can transform the inner pattern by using Gizmo being displayed
Texture when you select the print texture with the (Edit Texture) tool.
Note: Refer to the section “Cloth>Setting Texture” for details.
Delete Print Texture
After selecting the print texture with the (Edit Pattern) tool, press
the “Delete” key on your keyboard.
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130. Display
Show and Activating Grid
You can draw or edit pattern on grid. The default distance is 10mm but the displayed distance on
the background of Pattern Window is five times of the unit distance.
[Operation]
Right click on the background of Pattern Window to display the
popup menu and select “Show Grid”.
Show Grid
Select the “Activate Grid” on the background popup menu.
Activate Grid
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131. Select the “Pattern Editor Property”. Then property of grid is displayed
in the Property Editor.
Set Unit Distance
Enter a value in the “Unit Distance” of Grid.
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132. Show Line Length
[Operation]
Right click on the background of Pattern Window to display the
popup menu and select “Show Line Length”.
Show Line Length
Select a pattern or an internal shape with the (Edit Pattern) tool.
Show Entire Length You can see the entire length at “Entire Length of Shape” in Property
Editor.
Show Selected Line Select a line. Then the length is displayed in the “Length of Picked
Length Line” of Property Editor.
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133. Show Pattern Name
[Operation]
Right click on the background of Pattern Window to display the
popup menu and select “Show Pattern Name”.
Show Pattern Name
Select a pattern or an internal shape with the (Edit Pattern) tool.
Enter name in the “Name of Basic Info” of Property Editor.
Set Name
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134. Show Base Line
When you import DXF pattern exported from other Apparel Pattern Cad, there are base lines for
marking the margin, notch and etc. You can show and hide the base line of pattern.
[Operation]
Right click on the background of Pattern Window to display the
popup menu and select “Show Base Line”.
Show Base Line
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135. Show Mesh
[Operation]
Right click on the background of Pattern Window to display the
popup menu and select “Show Mesh”.
Show Mesh
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