====================================================================== ************************************************************ *Dynamic Tiger Style *Copyright 01/12 2014 *By: Grappo 2000 (Gustaf Grefberg) and Frequency *Contact: Renderosity sitemail ************************************************************ Dynamic Tiger Style is a high resolution dynamic outfit for Poser's cloth room. It works with V4, V6, Dawn and with most morphs and body types. (As long as they are morphed from the base character and not loaded as stand alone figures. V4, V6 or Dawn's starting pose is needed for the simulation. Draping poses are included for optimal performance in the cloth room.) This outfit comes in two versions, a standard resolution set and a very high resolution set, which may be slower, but give highly detailed drapes and folds. The following is included into the package: Dynamic Pants Dynamic Fighting Dress Dynamic Bracers Hat smart prop with adjustable strap Bo Fighting Staff smart prop Over 20 materials. 4 main elements, and a special set of chinese style silk outfits by Frequency A morph for the bust is included with the dress, to increase the amount of fabric that may be needed for more generously endowed characters. Please note these clothes are for Poser's clothroom only and will NOT work in Daz Studio! -------------------------------------- System Requirements: Poser 6 or higher Victoria 4 or Victoria 6 by Daz3d, or Dawn by HiveWire 3d -------------------------------------- --------------------------------------- Installation Instructions: Unzip the files into your poser directory. The clothing items can be found under props and then Grappo. The materials can be found under materials and then Grappo. -------------------------------------- Usage Tips or Limitations: IMPORTANT! If you already understand Poser's clothroom, you can skip the guide below, other than one important thing, you need to have the character in the draping pose on the first frame! These are included in the Pose/Grappo folder. If you try to drape from the zero pose or another pose you may get undesirable results. ************************** * Cloth Room quick start * ************************** This quick start breaks down the process into simple steps how to use the clothing in the cloth room. It is not a full poser cloth room tutorial. If you are a beginner it should be enough to get you started, and if you are a more advanced user it should help you find the right settings and some good tips. For the sake of simplicity, I will call the character Victora/Victoria 4. The same thing of course applies to Victoria 6 or Dawn. 1. Load Victoria. 2. On frame 1, load the draping pose, without any body morphs loaded. (You can have facial morphs, since they don't affect the clothing.) Make sure to have Inverse Kinematics off, found in the Figure menu. The draping pose is found under Pose and the Grappo folder, draping poses. 3. Somewhere between frame 15-30 (Or more if you feel its needed), put Vicky in the final pose that you want. Here you can also load or apply any custom V4 morphs that you want, that alters her body one way or the other. (Including other Daz characters like Aiko, The Girl, or Stephanie.) The cloth simulation needs to start with Vicky zeroed in the first frame, so that the shirt can drape or stretch into the final frame. If you are doing an animation, it's also from this frame and forward you will start it. 4.(IMPORTANT!) Before you load any of the clothing props, make sure you have Vicky selected. Then load the clothing. Now, the clothing is parented to Victoria, so if you scale Victoria, the clothing is scaled as well. This can be very useful. The clothing can stretch, if you scale victoria down down in size in the starting pose, and be normal in size in the final pose. If you have loaded a pose and morphs in the final frame, there is already a keyframe here, so all you have to do is to scale victoria down a bit in the starting pose. Make sure you have victoria's BODY selected when doing this. 5. Go to "New Simulation" and set the desired amount of frames. Usually this is the same number as your final pose frame. Even though it's not necessary, setting up some drape frames, 10-15 is recommended. This will make the rest of the simulation faster, and more stable. 6. Then select "Collide against", and as collision object choose Victoria 4. You can choose her whole body, or to speed up the simulation a bit, check the ignore feet and hand collection boxes. (Although you may want the feet checked if you are calculating the pants) A good collision offset value is somewhere between 0.300-0.400. Collision distance is usually good around 0.400. To keep the shirt from intersecting with the rest of the fabric, having the self collision box checked can help. "Start draping from zero pose" should be unchecked, or you may get very strange results! 7. In the DYNAMICS CONTROLS, you can experiment with fold resistance (and of course other values), to give the fabric some more creases, or decrease it to make the material a little bit tougher. Values between 0.5 to 3.0 are pretty good, depending on the results you are after. A low fold resistance will work well with these clothes and give very nice, detailed draping. When you have everything set up the way you like click "Calculate Simulation" For tweaking the cloth simulation, and how to use the dress together with the pants, look into the sections below for some tips. *********************************** * Using parented scale * *********************************** The clothing comes parented to Victoria. This means that if you move or scale her, the shirt will follow. Now, if you scale her in the starting pose, it will affect the cloth simulation. (Just make sure that she is scaled to normal/100% in your final pose) For example, if you want the clothing to stretch or fit tighter in the final pose, just scale vicky down. When you do this scaling, make sure to have Victoria's BODY selected. This is very useful if you want the shirt to fit tightly to your character. *********************************** * The Clothing pieces * *********************************** This package comes with pants, a dress, bracers, hat and staff. Pants --------------- Dynamic pants with a constrained waistband. These should be simulated first, so the dress can be put over them later. Dress --------------- Fighting dress with hip cloth. These should be used as a second cloth simulation, with Victoria as collision object, and the pants. The dress also comes with a bust morphs, for more endowed characters. To use this, simply use this morph in the first frame of your calculation, and then allow her chest to grow into the extra amount of fabric. This is nice if you don't want too much stretching. Bracers --------------- These are also dynamic, and should have a separate cloth simulation as well. Note, the bracers may stretch a bit in extreme arm and wrist bends. If this occurs, try clearing the constrained group in the cloth room. Hat ---------------- The hat is not dynamic. You simply load it as a smart prop. It comes with two adjustment morphs, forward, and down, (Can be used with negative values) These morphs can be helpful for some facial shapes and extreme bends. The hat can be used quite well with most hairs. Many hairs come with a flatten top morph. Just dial it until it doesn't poke through the hat. Otherwise you can use the morph tool, and push the hair down until it doesn't poke through the hat. Staff ----------------- The staff is simply a prop parented to her hand. You can move it around, and parent it to her other hand if you wish. When loaded it's already parented to one of her hands and ready for use. *********************************** * Order of simulation * *********************************** If you are simulating more than one item, it's important to do it in the right order. First, you should make a simulation for the pants. Then second, do a simulation for the dress, and when you select "collide against", select the figure, and also make sure that the pants are selected too. This will ensure that the dress will drape over the pants and not move inside of them. ***************** * Material Room * ***************** Applying materials is easy. Go into the material room, into the Grappo folder. Just click on a material and it's applied to all the zones. Some materials come with the HSV node. (Hue and Saturation) This enables you to "cycle" the color of the texture, so you can get more color variations. For example, if the base material is bluegreen, increasing the hue a bit will make it blue, then purple and so on. Many of the materials are already done this way, but you can make more variations. Just note that extreme values can create strange, out of balance colors. Values between 0.4 to 1.8 tends to work best. ***************** * Render tips * ***************** Make sure to render using Firefly with displacement maps and smooth polygons on in the render options. If you think that the displacement map is too strong or too weak, you can also adjust their strength in the material room (advanced tab) Just make sure to adjust it in all the zones. **************** * Templates **** **************** Please note that the hat and the staff share the same template, on the left and right sides! The same goes with the dress and the bracers Special Note: The folder 'GenericTextures' under Textures/Frequency or Textures/Grappo is only a folder for sharing some tileable textures between Frequency and Grappo2000 products. This is to help returning customers save on hard disk space. This folder may contain tiles obtained from merchant resources - those resources are copyright of their respective creators and may not be used or shared. You are of course welcome to use the UV Template files and bump/displacement maps included in the Template Folder or in the main Textures folder to create your own textures! The other texture maps may contain elements of merchant resources and may therefore not be used to create any texture packs, free or commercial. Nor may they be redistributed in any form. *************************** Usage/Copyright Information *************************** See the Renderosity License for more details. This product may be used for your commercial or non-commercial renders. This product may not be included in another commercial, non-commercial, or free package. UV templates are included in the runtime\templates folder. Enjoy! And if you have any questions, don't hesitate sending a sitemail! ****************************** Troubleshooting (By Frequency) ****************************** #1. “Messy” simulation of fabric in a sitting or lying down pose ---------------------------------------------------------------- When simulating against the GROUND object (or something else like a chair), it may be necessary to raise the Fold Resist in order to avoid ugly looking fabric self-intersections. A lower Fold Resistance will create softer folds on the fabric but may increase polygon collision problems in certain poses, so you will have to see this as a trade-off. #2. Tip: Quick morph brush trick for fabric self-intersection ------------------------------------------------------------- It is not always necessary to raise Fold Resistance until all intersections are gone. If they are not too bad, they are pretty easy to fix with the morph brush: 1. Go to Render settings, and turn off ‘Remove backfacing polys’ in the Preview tab. This will help you to see clearly where the back of a section of cloth intersects with another piece of cloth. 2. If you now try to use the Morph Tool (Pull), you will find that it moves both pieces of fabric. This is not what you want. Turn off ‘Average Normals’ a bit further down in the Morphs Tool panel (it is a check box) and you will find that you can now pull only the top level of fabric. 3. If you also have intersections that are the front of fabric sticking through, you will probably need to increase Fold Resistance a little further, since I haven’t found an easy fix for this yet. It can be worked on with the morph brush, but you will need to select the very smallest brush and work vertex by vertex, so it can be a little more time consuming. #3. A piece of clothing stretches out and becomes too long when simulating (when not colliding with GROUND) ----------------------------------------------------------------------------------------------------------- You can try these: Increase Stretch Resistance, lower Cloth Density and/or experiment with any adjustment morphs included. #4. Minor poke through around feet or fingers after simulating cloth --------------------------------------------------------------------- This is common, probably because the main figure’s polygon angles are sharper on hands and feet than on the rest of the body. The solution is to make a tiny adjustment on the figures pose after simulating. Usually the adjustment needed is very small and is hardly noticeable at all. If you do want the *exact pose*, just move (exaggerate) the feet a tiny bit before simulating, then move them back to the original pose afterwards. #5. (General) Minor poke through -------------------------------- Poke through in places like back armpits and the crotch area are a common problem on Dynamic garments. It is usually helpful to add a few (10 is a good start) extra simulation frames after the final pose, so that the cloth has enough time to settle and find its place. Also, check the pose. If the arms are intersecting with the body of the figure, (which would never happen in real life) you can understand how that will cause problems with the cloth room simulation, which is attempting to create a realistic result. A lot of poses were made with conforming clothing in mind, so you may need to make some adjustments. ****************************** ** Merchant resources used: ** ******************************* Leather Trims by Karanta Luxurious Fabrics by LaRayne Into Leather by ParrotDolphin a.k.a. Janet Lowry Copyright ParrotDolphin a.k.a. Janet Lowry April 2009 and may not be redistributed in any form. Metals Poser Materials by ParrotDolphin a.k.a. Janet Lowry Copyright ParrotDolphin a.k.a. Janet Lowry April 2009 and may not be redistributed in any form. Pd-Oriental Poser Materials by ParrotDolphin a.k.a. Janet Lowry Copyright ParrotDolphin a.k.a. Janet Lowry April 2009 and may not be redistributed in any form. SV's Satin Materials by Susan Justice Also our own photos, resources and shaders File list: ..Documentation\ DTS_Readme.txt RENDEROSITY-LICENSE.txt ..Runtime\Geometries\Grappo\Dynamic Tigerstyle\Dawn\ DTS_Dawn_Bracers_HR.obj DTS_Dawn_Hat.obj DTS_Dawn_Pants.obj DTS_Dawn_Pants_HR.obj DTS_Dawn_Top.obj DTS_Dawn_Top_HR.obj ..Runtime\Geometries\Grappo\Dynamic Tigerstyle\V4\ DTS_V4_Bo.obj DTS_V4_Bracers_HR.obj DTS_V4_Hat.obj DTS_V4_Pants.obj DTS_V4_Pants_HR.obj DTS_V4_Top.obj DTS_V4_Top_HR.obj ..Runtime\Geometries\Grappo\Dynamic Tigerstyle\V DTS_V6_Bracers.obj DTS_V6_Hat.obj DTS_V6_Pants.obj DTS_V6_Pants_HR.obj DTS_V6_Top.obj DTS_V6_Top_HR.obj ..Runtime\Libraries\Materials\Grappo\Dynamic Tiger Style\Bracers\ Bracers_Gold.mc6 Bracers_Leather.mc6 Bracers_Silver.mc6 Bracers_Gold.png Bracers_Leather.png Bracers_Silver.png Bracers_Gold.xmp Bracers_Leather.xmp Bracers_Silver.xmp ..Runtime\Libraries\Materials\Grappo\Dynamic Tiger Style\Frequency\Style 1\Gold\ Bracers_01_Gold.mc6 Bracers_01_Gold.png Bracers_01_Gold.xmp Hat_01_DarkBrown.mc6 Hat_01_DarkBrown.png Hat_01_DarkBrown.xmp Pants_01_Gold.mc6 Pants_01_Gold.png Pants_01_Gold.xmp Staff_01_DarkBrown.mc6 Staff_01_DarkBrown.png Staff_01_DarkBrown.xmp Top_01_Gold.mc6 Top_01_Gold.png Top_01_Gold.xmp ..Runtime\Libraries\Materials\Grappo\Dynamic Tiger Style\Frequency\Style 1\Silver\ Bracers_01_Silver.mc6 Bracers_01_Silver.png Bracers_01_Silver.xmp Hat_01_Dark.mc6 Hat_01_Dark.png Hat_01_Dark.xmp Pants_01_Silver.mc6 Pants_01_Silver.png Pants_01_Silver.xmp Staff_01_Dark.mc6 Staff_01_Dark.png Staff_01_Dark.xmp Top_01_Silver.mc6 Top_01_Silver.png Top_01_Silver.xmp ..Runtime\Libraries\Materials\Grappo\Dynamic Tiger Style\Frequency\Style 2\Black\ Bracers_02_Black.mc6 Bracers_02_Black.png Bracers_02_Black.xmp Hat_02_Dark.mc6 Hat_02_Dark.png Hat_02_Dark.xmp Pants_02_Black.mc6 Pants_02_Black.png Pants_02_Black.xmp Staff_02_Dark.mc6 Staff_02_Dark.png Staff_02_Dark.xmp Top_02_Black.mc6 Top_02_Black.png Top_02_Black.xmp ..Runtime\Libraries\Materials\Grappo\Dynamic Tiger Style\Frequency\Style 2\Purple\ Bracers_02_Purple.mc6 Bracers_02_Purple.png Bracers_02_Purple.xmp Hat_02_Purple.mc6 Hat_02_Purple.png Hat_02_Purple.xmp Pants_02_Purple.mc6 Pants_02_Purple.png Pants_02_Purple.xmp Staff_02_Purple.mc6 Staff_02_Purple.png Staff_02_Purple.xmp Top_02_Purple.mc6 Top_02_Purple.png Top_02_Purple.xmp ..Runtime\Libraries\Materials\Grappo\Dynamic Tiger Style\Frequency\Style 2\White\ Bracers_02_White.mc6 Bracers_02_White.png Bracers_02_White.xmp Hat_02_White.mc6 Hat_02_White.png Hat_02_White.xmp Pants_02_White.mc6 Pants_02_White.png Pants_02_White.xmp Staff_02_White.mc6 Staff_02_White.png Staff_02_White.xmp Top_02_White.mc6 Top_02_White.png Top_02_White.xmp ..Runtime\Libraries\Materials\Grappo\Dynamic Tiger Style\Frequency\Style 3\ Bracers_03_Black.mc6 Bracers_03_Black.png Bracers_03_Black.xmp Hat_03_Dark.mc6 Hat_03_Dark.png Hat_03_Dark.xmp Pants_03_Black.mc6 Pants_03_Black.png Pants_03_Black.xmp Staff_03_Dark.mc6 Staff_03_Dark.png Staff_03_Dark.xmp Top_03_BlackGreen.mc6 Top_03_BlackGreen.png Top_03_BlackGreen.xmp Top_03_BlackPurple.mc6 Top_03_BlackPurple.png Top_03_BlackPurple.xmp Top_03_BlackRed.mc6 Top_03_BlackRed.png Top_03_BlackRed.xmp ..Runtime\Libraries\Materials\Grappo\Dynamic Tiger Style\Frequency\Style 4\ Bracers_04_BluePink.mc6 Bracers_04_BluePink.png Bracers_04_BluePink.xmp Bracers_04_Teal.mc6 Bracers_04_Teal.png Bracers_04_Teal.xmp Hat_04_Pink.mc6 Hat_04_Pink.png Hat_04_Pink.xmp Hat_04_Teal.mc6 Hat_04_Teal.png Hat_04_Teal.xmp Pants_04_BluePink.mc6 Pants_04_BluePink.png Pants_04_BluePink.xmp Pants_04_Teal.mc6 Pants_04_Teal.png Pants_04_Teal.xmp Staff_04_Pink.mc6 Staff_04_Pink.png Staff_04_Pink.xmp Staff_04_Teal.mc6 Staff_04_Teal.png Staff_04_Teal.xmp Top_04_BluePink.mc6 Top_04_BluePink.png Top_04_BluePink.xmp Top_04_Teal.mc6 Top_04_Teal.png Top_04_Teal.xmp ..Runtime\Libraries\Materials\Grappo\Dynamic Tiger Style\Hat\ Hat_Wicker.mc6 Hat_Wicker.png Hat_Wicker.xmp ..Runtime\Libraries\Materials\Grappo\Dynamic Tiger Style\Pants\ Pants_Beige.mc6 Pants_Beige.png Pants_Beige.xmp Pants_Beige_Silk.mc6 Pants_Beige_Silk.png Pants_Beige_Silk.xmp Pants_Black.mc6 Pants_Black.png Pants_Black.xmp Pants_Black_Silk.mc6 Pants_Black_Silk.png Pants_Black_Silk.xmp Pants_Blue.mc6 Pants_Blue.png Pants_Blue.xmp Pants_Blue_Silk.mc6 Pants_Blue_Silk.png Pants_Blue_Silk.xmp Pants_Blue2.mc6 Pants_Blue2.png Pants_Blue2.xmp Pants_Blue2_Silk.mc6 Pants_Blue2_Silk.png Pants_Blue2_Silk.xmp Pants_Green.mc6 Pants_Green.png Pants_Green.xmp Pants_Green_Silk.mc6 Pants_Green_Silk.png Pants_Green_Silk.xmp Pants_Purple.mc6 Pants_Purple.png Pants_Purple.xmp Pants_Purple_Silk.mc6 Pants_Purple_Silk.png Pants_Purple_Silk.xmp Pants_Sackweave.mc6 Pants_Sackweave.png Pants_Sackweave.xmp Pants_White.mc6 Pants_White.png Pants_White.xmp Pants_White_Silk.mc6 Pants_White_Silk.png Pants_White_Silk.xmp Pantsband_Gold.mc6 Pantsband_Gold.png Pantsband_Gold.xmp Pantsband_Leather.mc6 Pantsband_Leather.png Pantsband_Leather.xmp Pantsband_Silver.mc6 Pantsband_Silver.png Pantsband_Silver.xmp ..Runtime\Libraries\Materials\Grappo\Dynamic Tiger Style\Staff\ Staff_Wood.mc6 Staff_Wood.png Staff_Wood.xmp ..Runtime\Libraries\Materials\Grappo\Dynamic Tiger Style\Top\ Top_Air_Cotton.mc6 Top_Air_Cotton.png Top_Air_Cotton.xmp Top_Air_Silk.mc6 Top_Air_Silk.png Top_Air_Silk.xmp Top_Beige.mc6 Top_Beige.png Top_Beige.xmp Top_Earth_Rough.mc6 Top_Earth_Rough.png Top_Earth_Rough.xmp Top_Earth_Silk.mc6 Top_Earth_Silk.png Top_Earth_Silk.xmp Top_Fire_Cotton.mc6 Top_Fire_Cotton.png Top_Fire_Cotton.xmp Top_Fire_Silk.mc6 Top_Fire_Silk.png Top_Fire_Silk.xmp Top_Silk_Blue.mc6 Top_Silk_Blue.png Top_Silk_Blue.xmp Top_Silk_White.mc6 Top_Silk_White.png Top_Silk_White.xmp Top_Water_Cotton.mc6 Top_Water_Cotton.png Top_Water_Cotton.xmp Top_Water_Silk.mc6 Top_Water_Silk.png Top_Water_Silk.xmp ..Runtime\Libraries\Pose\Grappo\Draping Poses\ Dawn-DrapingPose-I.png Dawn-DrapingPose-I.pz2 Dawn-DrapingPose-I.xmp V4_DrapingPose-II.png V4_DrapingPose-II.pz2 V4_DrapingPose-II.xmp V6_DrapingPose-II.png V6_DrapingPose-II.pz2 V6_DrapingPose-II.xmp ..Runtime\Libraries\Props\Grappo\Dynamic Tiger Style\Dawn\ DTS_Bracers.png DTS_Bracers.pp2 DTS_Bracers.xmp DTS_Hat.pmd DTS_Hat.png DTS_Hat.pp2 DTS_Hat.xmp DTS_Pants.png DTS_Pants.pp2 DTS_Pants.xmp DTS_Pants_HR.png DTS_Pants_HR.pp2 DTS_Pants_HR.xmp DTS_Staff.png DTS_Staff.pp2 DTS_Staff.xmp DTS_Top.pmd DTS_Top.png DTS_Top.pp2 DTS_Top.xmp DTS_Top_Constrained.pmd DTS_Top_Constrained.png DTS_Top_Constrained.pp2 DTS_Top_Constrained.xmp DTS_Top_HR.pmd DTS_Top_HR.png DTS_Top_HR.pp2 DTS_Top_HR.xmp DTS_Top_HR_Constrained.pmd DTS_Top_HR_Constrained.png DTS_Top_HR_Constrained.pp2 DTS_Top_HR_Constrained.xmp ..Runtime\Libraries\Props\Grappo\Dynamic Tiger Style\V4\ DTS_Bracers.png DTS_Bracers.pp2 DTS_Bracers.xmp DTS_Hat.pmd DTS_Hat.png DTS_Hat.pp2 DTS_Hat.xmp DTS_Pants.png DTS_Pants.pp2 DTS_Pants.xmp DTS_Pants_HR.png DTS_Pants_HR.pp2 DTS_Pants_HR.xmp DTS_Staff.png DTS_Staff.pp2 DTS_Staff.xmp DTS_Top.pmd DTS_Top.png DTS_Top.pp2 DTS_Top.xmp DTS_Top_Constrained.pmd DTS_Top_Constrained.png DTS_Top_Constrained.pp2 DTS_Top_Constrained.xmp DTS_Top_HR.pmd DTS_Top_HR.png DTS_Top_HR.pp2 DTS_Top_HR.xmp DTS_Top_HR_Constrained.pmd DTS_Top_HR_Constrained.png DTS_Top_HR_Constrained.pp2 DTS_Top_HR_Constrained.xmp ..Runtime\Libraries\Props\Grappo\Dynamic Tiger Style\V6\ DTS_Bracers.png DTS_Bracers.pp2 DTS_Bracers.xmp DTS_Hat.pmd DTS_Hat.png DTS_Hat.pp2 DTS_Hat.xmp DTS_Pants.png DTS_Pants.pp2 DTS_Pants.xmp DTS_Pants_HR.png DTS_Pants_HR.pp2 DTS_Pants_HR.xmp DTS_Staff.png DTS_Staff.pp2 DTS_Staff.xmp DTS_Top.pmd DTS_Top.png DTS_Top.pp2 DTS_Top.xmp DTS_Top_Constrained.pmd DTS_Top_Constrained.png DTS_Top_Constrained.pp2 DTS_Top_Constrained.xmp DTS_Top_HR.pmd DTS_Top_HR.png DTS_Top_HR.pp2 DTS_Top_HR.xmp DTS_Top_HR_Constrained.pmd DTS_Top_HR_Constrained.png DTS_Top_HR_Constrained.pp2 DTS_Top_HR_Constrained.xmp