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CLO Virtual Fashion Inc.

Marvelous Designer 2 & CLO 3D 2011 Manual

Last Updated: 2011-02-24

Table of Contents
Note: Marvelous Designer 2 has all the functions listed below except for functions. The mark
[A] [A]

and * marked

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

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

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

Installation Guide
Installation
1. Please update your computers 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.

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.

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.

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.

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.

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.

Environment
Window and Pane

Avatar Window
You can dress avatar and record animation with the cloth.

Arrangement of Patterns

Simulation

Recording Animation

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 Scene pattern in Pattern and Avatar Window, it is showed up in the Object Browser.

Change the material of cloth in Avatar Window.

Material

Add and Edit the arrangement points.

Arrangement Point

Add

and

edit

the

arrangement

bounding volumes.

Arrangement BV (Bounding Volume)

Property Editor
Pattern Property
You can change the names of patterns. Basic Info

Shape

It shows entire length of a shape. You can adjust distance the of

Pattern

particle(mesh) 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, Physical Property Cotton and Wool. You can also set detailed property by using the menu, Detail.

You Etc

can

adjsut

the

shirink,

thickness and coordinate with layer.

10

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 Shape by adjsuting angle of internal shapes. You can make a iron line and pleats with it.

Seam Property
You can change the names of seams. Basic Info

Seam Pair

You can aslo set the angle of seams like the internal shapes.

Texture Property
After inserting textures, you can edit them in this menu. Texture Transformation

11

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

12

Toolbar
Pattern Tools
Edit pattern (Z) Create Polygon Pattern (A) Create Rectangle Pattern (S) Create Circle Pattern Internal Polygon/Line (G) To select and move patterns, lines, and points. To draw a polygon by plotting multiple points. To draw a rectangle. To draw a circle. 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) Create Internal Circle () Create Dart (D) Add Point/Split Line (X) Change to 3-point Curve (C) To draw internal rectangles. To draw internal circles. To draw darts (4 point darts) within a pattern. To add points on a line or to split a line. To change a straight line into a 3-point curve.

Design

Sewing Tools
Edit Seam (B) Segment Sewing (N) Free Sewing (M) To select and modify sewing lines. To sew seams by line segments. To sew seams by clicking on start points and end points on corresponding patterns.

13

Show Seam (Ctrl+B)

To display/ hide seams.

Texture Tools

Design
To select, move, rotate and scale textures. To insert a print texture onto a pattern. To display/ hide textures.

Edit Texture (T) Create Print Texture Show Texture (Ctrl+T)

Draping Tools
Simulation (Spacebar) Synchronize (Ctrl+D) Show Cloth Cloth Display Options To start/ stop the draping simulation. To synchronize the patterns, seams, and print textures between the Avatar and Pattern Windows. To display/ hide the garment.

Click on the checkmark to activate/deactivate garment display options. Play Motion Show Avatar Avatar Display Options To play stop avatar s motion. To display/ hide avatar.

14

Click the checkmark to activate/deactivate avatar display options.

Show Arrangement Points Reset All Patterns Rearrange All Patterns

To display Arrangement Points on the avatar. To reset all patterns to their original placement (along a single axis) To rearrange all patterns to their last placement before simulation.

15

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

16

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


Cloth *.pac It is an abbreviation of Pattern and Cloth. It has the data 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.

Arrangement Point

*.arr

It is a red points around avatar to arrange patterns easily. It can be created based on Arrangement Bounding Volumes. It is a cylinder covering parts of avatar and the start and

Arrangement Bounding Volume

*.pan

end of it are connected with joint of avatar. Thus although 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 17

format contains rigging, skinning, animation data as well as geometries and materials. You should for install the OpenCOLLADA (http://www.opencollada.org/download.html) COLLADA in 3DS Max or Maya. OBJ *.obj You can import OBJ formatted avatar models, but only 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. BVH[A] *.bvh It has skeleton hierarchy information and the motion data by capturing actor s motion. It has vertex animation data. After recording animation in CLO 3D you can export the animation as point cache to 3DS Max or Maya. plug-in exporting

Animation Cache

[A]

*.mc *.pc2

Texture

Image You can set texture on cloth with standard image file formats Format such as *.jpg, *.bmp, *.png, *psd and etc.

18

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

19

Click File>Save Over.

Save Over

20

Layer Garments
To import and layer garment files

[Operation]
In the main menu, click file> open> Layer Garment

Layer Garment

21

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)

22

Open and Save Pose Files


To load avatar s pose files (*.pos) Once loaded, the avatars 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.

23

24

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 whos 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

25

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.

Open

Click File> Open> Cloth to load the cloth used when you recorded the animation.

Click File>Open>Animation or the

(Open) button to load an will be displayed on

animation. Then, the loaded animation 26

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 Play Region only

Save whole cloth animation data. Save the cloth animation data within the Play Region.

27

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 Welding Save

Set the scale manually. Weld the edges connected by seams. 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.

28

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

29

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

30

Scale

Determines the scale of the objects 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 Option Swap Y and Z Axis: Swap the Y axis of OBJ file to with Z axis. 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

31

Size change In the main menu, Click File> Export> OBJ

Export OBJ

After naming the file, the following window will appear.

32

Scale

Determines the scale of the objects 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.

33

Import COLLADA Files


To load a COLLADA file within an environment model.

[Operation]
In the main menu, Click File> Import> COLLADA

Import COLLADA

34

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. 35

Scale

Determines the scale of the DXF files 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

36

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.

37

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.

38

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. 39

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.

40

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.)

41

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%.

42

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

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 Posers 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.

44

45

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

46

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. 47

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.

48

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 Studios 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 pose as OBJ

Export the final pose of the avatar as OBJ.

49

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.

50

Click File> Open> pose to load the .pos file you saved. Then the avatars pose will be changed gradually. It can take a while according to the complexity of the clothes.

51

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 52

you can select in the background popup menu in Avatar Window.

53

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%.

54

Click File> Import in DAZ Studio to load the cloth.

And enter 10% in the scale slot in OBJ Import Options Dialog.

55

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

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%.

57

Click File> Import> Wavefront OBJ at Poser

First, import the object as 100%.

58

And then you should scale the object manually because Poser autoresize the object when importing it.

59

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

60

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

X Axis

The red arrow moves the pattern along the X axis (left/right).
The blue arrow moves the pattern along the Z axis

Z Axis

(forward/back). The green arc rotates the pattern along the Y axis.

Rotating Patterns

Y Axis

X Axis

The red arc rotates the pattern along the X axis.

Z Axis

The blue arc rotates the pattern along the Z axis.

61

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

62

After placing the pattern, you can edit the position under the Arrangement tab in the Property Editor.

Arrange Patterns

Arrangement Point Shape Type Position X Position Y Offset Direction Vertical Reverse Horizontal Reverse

Shows the Arrangement Point the pattern referenced Makes the pattern curved or flat. Adjusts the patterns X position on the Arrangement BV. Adjusts the patterns Y position on the Arrangement BV. Adjusts the offset from the Arrangement BV. The curvature will change accordingly . Adjusts the direction of the pattern on the with Arrangement BV. Flips the pattern vertically. You can also do this the popup menu in Avatar Window. Flips the pattern horizontally. You can also do this with the popup menu in Avatar Window.

Edit Arrangement Point Add

Click the Arrangement Point tab in the Object Browser. Then click add to create a new Arrangement Point.

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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 Arrangement

Name BV X 64

Name of the Arrangement Point Selects an arrangement board to place the arrangement point on. Adjusts the horizontal position of the point

Y Offset

Adjusts the vertical position of the point. 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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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

Add

Click the Arrangement BV tab in the Object Browser. Then click add to create a new Arrangement BV.

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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 Arrangement

Name Joint Name 0 67

Name of the Arrangement BV Sets the joint that connects to the

bottom of the Arrangement BV. Joint Name 1 Height 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. Sets the joint that connects to the top of Arrangement BV. Adjusts the height of the Arrangement BV.

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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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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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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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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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 Horizontally

Right-click on the pattern you want to flip, and click Reverse-arrange Horizontally in the popup menu.

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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. 73

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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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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. (Simulation) and (Synchronize) buttons. Any

Turn on both the in the Avatar Window. Synchronized Design

changes made on patterns in Pattern Window are immediately reflected

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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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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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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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), Set Fabric Detail

(Rearrange All Patterns) or

(Synchronize) tools.

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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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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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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 Etc) in the Property Editor (under Physical Property> Fabric Property>

Set Fabric Thickness for Simulation

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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 Global Map tab. button on the

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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 Transform Texture


Scale Horizontally Rotate

Move

Mouse-drag on a pattern to move the position of the texture. Click on a pattern to display the Gizmo and drag the diagonal points to scale the texture. 84

Scale

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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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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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.

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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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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) Stretch (Wrap) Shearing Strength Bending Strength Internal Damping Buckling Point Density

Horizontal stretch of fabric Vertical stretch of fabric Bias stretch of fabric Bendability Internal damping Rate of buckling ranging from 0.0 to 1.0 Density

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Display
Display and Hide Garments
[Operation]
Click the (Show Cloth) button to display or hide garments.

Display Garment

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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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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 Rendering Style> Pressure. Show Garment Fit (Show Cloth) button, and select

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Display Contact Points


This function will display points on the garment that are in contact with the Avatars 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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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

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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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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. style you want to display. Select the

Set Rendering Style

Textured Surface

Surface

Mesh

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Animation[A]
You can record the movement of garment to the avatars 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.

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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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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. Increase Animation Quality Click the roll down button next to the though the simulation will slow down. (Simulation) button.

Then select Complete. This will increase the simulation quality even

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 Sharpe Objects option as the following. Right-click on a background of Avatar Window and select the Set Simulation Property on the popup menu. Then check the AvatarCloth Collision Detection (Vertex-Triangle) of Property Editor.

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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 to go to Animation Mode. (Change to Animation Mode) button

Play You can play the animation by using the animation tools.

(Go to Start) (Play) (Go to End) (Repeat) (Fame Stepping / Real Time)

Go to the start point of the Play Region. Play the animation Go to the end point of the Play Region. Repeat to play in the Play Region. Set the playing option Frame stepping or Real-time. Adjust the play speed.

Please note that the animation will be playing only within the Play Region. 101

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 Open and Save Save Animation section for details.
* 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 Export 3ds Max, and Maya. There you can render the animation with highquality renderer and make realistic virtual fashion shows. Refer to File>Export Animation section for details.

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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.

You can manually set the position and color of the lighting. Under Move, Rotate, Change Color Environment > Light menu, click the Show Light tab. Each light object is displayed in the Avatar Window and you can select, move 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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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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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

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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.

Circle Pattern

Select the Circle Pattern tool. Click and drag to draw a circle. Release the mouse 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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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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Create Dart
To create darts within the pattern

[Operation]
Select the Dart tool. Click and drag within a pattern to draw a dart.

. Dart
To create a dart with specific width and height values, click and release the left mouse button. Enter the values in the window that follows. The values are measured from the center of the dart.

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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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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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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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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 Pattern move. You can select multiple points and lines by holding down the (Ctrl) or (Shift) keys.

Hold down the guide. Move Vertically, Horizontally, Diagonally

(Shift) key while dragging a point or a line. Axis-

aligned guide lines will appear and let you move them along the

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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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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Copy and Pasting


[Operation]
To Copy/ Paste a Pattern
Select the patterns that you would like to copy, then press Ctrl+C to copy and 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/ Vertical

Select one or more patterns and select the Flip Horizontal or Flip Vertical tabs in the right-click activated popup menu.

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Mirrored Copy and Paste

Select the patterns that you would like to copy, then press Ctrl+C to copy and Ctrl+R to mirror-paste. You can also the location. select the Copy and Mirror-Paste tabs in the right-click activated popup menu. A ghost pattern will appear. Click to set

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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.

Adjust Folding Angle

You can adjust the angle from 0 to 360. The default value is 180, representing a flat surface. Increase the value to make the pattern fold inwards. Decrease the value to make the pattern fold outwards.

360

The higher the value, the stronger the crease.

Adjust Folding Strength

Set Folding Sharpness

Turn the Render Folded option on to make the fold line sharp/smooth. 120

Checked on (True)

Checked off (False)

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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

Elasticity Ratio

The value indicates the ratio between the length of the rubber band and its corresponding line.

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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 Window.

button to synchronize the print texture to the Avatar

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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 Texture

You can transform the inner pattern by using Gizmo being displayed 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 the Delete key on your keyboard.

(Edit Pattern) tool, press

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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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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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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 Show Entire Length Editor. Show Selected Line Length

(Edit Pattern) tool.

You can see the entire length at Entire Length of Shape in Property

Select a line. Then the length is displayed in the Length of Picked Line of Property Editor.

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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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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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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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Seams
Sewing
Segment Sewing: to sew between two line segments; defined by points. Free Sewing: to sew freely along the lines of the pattern; defined by user selected start and end points.

[Operation]
Click on the first line segment. As you move the cursor over the second segment, dotted lines connecting the end points of each segment, as well as directional notches, will appear. Move the cursor over different parts of the second line segment to change the direction of the notches and dotted lines. In general, dotted lines should not be crossed and notches should be in the same relative direction to ensure correct sewing. An exception is sewing pleats (covered in Tutorial No. 3). Segment Sewing Note: The dot lines and notches indicate the sewing direction.

Click on a point anywhere along a pattern line to begin sewing. The line will be highlighted as you move the cursor. Click on a point along Free Sewing the line to indicate an end point to the sewing segment.

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Repeat on the corresponding pattern line, checking the dotted lines and notches.

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Editing Seams
[Operation]
Click and drag the middle of a seam to move it along the line. You can also extend or shorten segments by clicking and dragging the end points

Edit Seam To change the sewing direction, select the Reverse Seam button in the right-click activated popup menu.

Delete Seam Click on a seam, then use the Delete or Backspace keys to delete.

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Folding Seams
[Operation]
Select a seam and adjust Folding Angle value in the Seam Pair Property.

You can adjust the angle from 0 to 360. The default value is 180 indicating a flat surface. Increasing and decreasing the value makes the Garment folded up and down, respectively. Fold Seam

0 makes a stronger resistance.

360

Folding Strength is the resistance stiffness to folding. A higher value

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Displaying Seams
[Operation]
Show Seam Click the button to display or hide seams.

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Window
Display Avatar Window Dimension
[Operation]

Show Avatar Window Size

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Screen-capture Avatar Window


To save the Avatar Window as a PNG image

[Operation]
Select the Capture Avatar Window tab in the Window drop down menu

Capture Avatar Window

Right-click on the background of the Avatar Window activates the popup menu. Turn the Show Background Texture option off to hide the Background texture.

Capture as Transparent Background

In the popup menu, select the Change Background Color tab. Enter 0 in the Alpha Channel value in the window that follows.

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Then select the Capture Avatar Window tab in the Window drop down menu

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Changing the Background of the Avatar Window


[Operation]
Right-click on the background of the Avatar Window to activate the popup menu. Select the Load Background Texture tab.

Change Background Texture

Right-click on the background of the Avatar Window to activate the popup menu. Select the Change Background Color tab.

Change Background Color

Show Background Texture

Right-click to activate popup menu. Turn the Show Background Texture tab on/off display/hide the background texture.

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Background Texture On

Background Texture Off

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