====================================================================== ************************************************************ *Dynamic Jewelry: Mayan Elegance *Copyright 01/12 2014 *By: Grappo 2000 (Gustaf Grefberg) *Contact: Renderosity sitemail ************************************************************ Dynamic Jewelry: Mayan Elegance is a set of dynamic jewelry for Poser's cloth room. It's set up to work with V4, V6 and Dawn, but it can be adjusted to work with practically any Poser figure by moving the necklace and earrings in the starting pose to match the neck and ears. The following is included: Long necklace Medium Necklace Double earrings Single earrings 9 materials for the earrings and for the necklace. Please note these clothes are for Poser's clothroom only and will NOT work in Daz Studio! Although, techically, you can use the earrings as smartprops, and the necklace can be pre-draped in Poser and exported into Das Studio, but I can't provide any support for it. -------------------------------------- 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 a draping pose or zeroed on the first frame! If you have another Grappo2000 or Frequency product you will have some draping poses. If you are not using a draping pose, make sure to "Zero Figure" in the first pose. ************************** * 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, or Zero Vicky (Figure/Zero Figure). (You can have facial morphs, since they don't affect the clothing.) Make sure to have Inverse Kinematics off, found in the Figure menu. 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. For the jewelry, and you are not using any of the supported figures, simply move the necklace so that the back of it is in level with the back of the character's neck, and then as far down as you can without it moving inside the figure too much (A little is Ok, as the cloth room will "push" it out) 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 and depth value for jewelry is somewhere between 0.200. Although, the coins are stiff, so if they move into the figure (Such as between a character's breasts), try increasing the offset and depth a bit. 7. In the DYNAMICS CONTROLS, the jewelry is set up to be somewhat stiff and heavy. If you find it too heavy, reduce the density value. Or if you want more distinct weight to it you can increase it quite a bit. When you have everything set up the way you like click "Calculate Simulation" *********************************** * 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. *********************************** * 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 any object that's intended to be on the bottom. For the purposes of this outfit, this would probably be a bra or underwear. This is very useful if you want the necklace to be over a shirt. Although if you want the necklace to dip inside the cleavage of a dress for example, do the necklace first, then the dress, otherwise the necklace might poke through the fabric of the dress. If you are using a conforming clothing, you will solve this with morphs. ***************** * 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. ***************** * 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. *************************** 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: ** ******************************* Indian Dream by Atenais (Liudmila Metaeva) Creative Sparks - Base Metals by Calida Productions - Khory and Vincent Karanta Brush Mix Brush Mix by Karanta Also my own photos, resources and shaders File list: ..Documentation\ D_M_Readme.txt RENDEROSITY-LICENSE.txt ..Templates\Grappo\ UV_Discs.jpg UV_Ear.jpg UV_Necklace.jpg ..Runtime\Geometries\Grappo\Dynamic Jewelry\Mayan\ Earring_Calendar_Bronze.mc6 Earring_Calendar_Bronze.png Earring_Calendar_Bronze.xmp Earring_Calendar_Gold.mc6 Earring_Calendar_Gold.png Earring_Calendar_Gold.xmp Earring_Calendar_Silver.mc6 Earring_Calendar_Silver.png Earring_Calendar_Silver.xmp Earring_Circles_Bronze.mc6 Earring_Circles_Bronze.png Earring_Circles_Bronze.xmp Earring_Circles_Gold.mc6 Earring_Circles_Gold.png Earring_Circles_Gold.xmp Earring_Circles_Silver.mc6 Earring_Circles_Silver.png Earring_Circles_Silver.xmp Earring_Knot_Bronze.mc6 Earring_Knot_Bronze.png Earring_Knot_Bronze.xmp Earring_Knot_Gold.mc6 Earring_Knot_Gold.png Earring_Knot_Gold.xmp Earring_Knot_Silver.mc6 Earring_Knot_Silver.png Earring_Knot_Silver.xmp Necklace_Calendar_Bronze_Chain.mc6 Necklace_Calendar_Bronze_Chain.png Necklace_Calendar_Bronze_Chain.xmp Necklace_Calendar_Gold_Chain.mc6 Necklace_Calendar_Gold_Chain.png Necklace_Calendar_Gold_Chain.xmp Necklace_Calendar_Silver_Chain.mc6 Necklace_Calendar_Silver_Chain.png Necklace_Calendar_Silver_Chain.xmp Necklace_Circles_Bronze.mc6 Necklace_Circles_Bronze.png Necklace_Circles_Bronze.xmp Necklace_Circles_Gold.mc6 Necklace_Circles_Gold.png Necklace_Circles_Gold.xmp Necklace_Circles_Silver.mc6 Necklace_Circles_Silver.png Necklace_Circles_Silver.xmp Necklace_Knots_Bronze.mc6 Necklace_Knots_Bronze.png Necklace_Knots_Bronze.xmp Necklace_Knots_Gold.mc6 Necklace_Knots_Gold.png Necklace_Knots_Gold.xmp Necklace_Knots_Silver.mc6 Necklace_Knots_Silver.png Necklace_Knots_Silver.xmp ..Runtime\Libraries\Props\Grappo\Dynamic Jewelry\Mayan\ Dawn_Ear_Dbl_L.png Dawn_Ear_Dbl_L.pp2 Dawn_Ear_Dbl_L.xmp Dawn_Ear_Dbl_R.png Dawn_Ear_Dbl_R.pp2 Dawn_Ear_Dbl_R.xmp Dawn_Ear_Sgl_L.png Dawn_Ear_Sgl_L.pp2 Dawn_Ear_Sgl_L.xmp Dawn_Ear_Sgl_R.png Dawn_Ear_Sgl_R.pp2 Dawn_Ear_Sgl_R.xmp Dawn_Necklace_Var1.png Dawn_Necklace_Var1.pp2 Dawn_Necklace_Var1.xmp Dawn_Necklace_Var2.png Dawn_Necklace_Var2.pp2 Dawn_Necklace_Var2.xmp V4_Ear_Dbl_L.png V4_Ear_Dbl_L.pp2 V4_Ear_Dbl_L.xmp V4_Ear_Dbl_R.png V4_Ear_Dbl_R.pp2 V4_Ear_Dbl_R.xmp V4_Ear_Sgl_L.png V4_Ear_Sgl_L.pp2 V4_Ear_Sgl_L.xmp V4_Ear_Sgl_R.png V4_Ear_Sgl_R.pp2 V4_Ear_Sgl_R.xmp V4_Necklace_Var1.png V4_Necklace_Var1.pp2 V4_Necklace_Var1.xmp V4_Necklace_Var2.png V4_Necklace_Var2.pp2 V4_Necklace_Var2.xmp V6_Ear_Dbl_L.png V6_Ear_Dbl_L.pp2 V6_Ear_Dbl_L.xmp V6_Ear_Dbl_R.png V6_Ear_Dbl_R.pp2 V6_Ear_Dbl_R.xmp V6_Ear_Sgl_L.png V6_Ear_Sgl_L.pp2 V6_Ear_Sgl_L.xmp V6_Ear_Sgl_R.png V6_Ear_Sgl_R.pp2 V6_Ear_Sgl_R.xmp V6_Necklace_Var1.png V6_Necklace_Var1.pp2 V6_Necklace_Var1.xmp V6_Necklace_Var2.png V6_Necklace_Var2.pp2 V6_Necklace_Var2.xmp ..Textures\Grappo\Dynamic Jewelry\Mayan\ DJ_M_Discs_Circles.jpg DJ_M_Discs_Circles _Disp.jpg DJ_M_Discs_Indian.jpg DJ_M_Discs_Indian _Disp.jpg DJ_M_Discs_Indian_Gold.jpg DJ_M_Discs_Knot.jpg DJ_M_Discs_Knot_Disp.jpg DJ_M_Necklace_01.jpg DJ_M_Necklace_01_Disp.jpg DJ_M_Necklace_01_TR.jpg DJ_M_Necklace_02.jpg DJ_M_Necklace_02_Disp.jpg DJ_M_Necklace_02_TR.jpg DJ_M_Necklace_03.jpg DJ_M_Necklace_03_Disp.jpg DJ_M_Necklace_03_TR.jpg DJ_ME_Discs_Circles.jpg DJ_ME_Discs_Circles_Disp.jpg DJ_ME_Discs_Indian.jpg DJ_ME_Discs_Indian_Disp.jpg DJ_ME_Discs_Knot.jpg DJ_ME_Discs_Knot_Disp.jpg GenericMetal.jpg Reflect_Dark.jpg