====================================================================== ************************************************************ *Product Name: Dynamic Ninja for M4 *Copyright: 2010-01-18 *By: Frequency (Ylva Grefberg) ************************************************************ Dynamic ninja costume for M4. Conforming hood included. UPDATE 2013-08-26: A minor fix was added to the Conforming items. Unticked checkboxes under figure Properties caused the items to conform wrongly. New figure files ending in -2013 have been added. -------------------------------------- System Requirements: Poser 6 or higher Michael 4 by Daz3d -------------------------------------- Ownership Statement: All of this product's content was created by Ylva Grefberg -------------------------------------- Installation Instructions: Unzip the files into your Poser directory. The Conforming hood will be under in your Library under Character/Frequency/DynamicNinja and the dynamic items are all under Props/Frequency/DynamicNinja. The materials are under Materials/Frequency/DynamicNinja. -------------------------------------- Usage Tips or Limitations: ************************************************************** * Important Info about the Dynamic Hood ************************************************************** I have included a dynamic version of the hood. Feel free to use it at your own risk, since it sometimes works and sometimes doesn't. This is due to what seems to be a clothroom bug around the forehead area. The bug consists of polygons around the forehead area not following the figure, but instead getting stuck at an invisible point in the air during the simulation. Having said that, it does work sometimes, so feel free to try it out. Extensive testing has been done, but we have not been able to identify what causes the problem. If you figure it out, feel free to contact me! ***************************************************************** * Important: Cloth Room settings for DynamicNinja (by Frequency) ***************************************************************** These are the settings used for the promo images: Do a separate simulation for the shoes and suit/pants, shoes first. 1. Shoes -------------- Fold Resistance 6-20 (set to 8,000) Collision Offset 0,600 Collision Depth 0,600 Cloth Self Collison: ON Drape Frames: a few can be good, I used 10 Start draping from zero pose: ON For the suit, set it to collide against Michael 4. Setting the suit to also collide with the conforming hood causes problems however. If you get pokethroughs, try raising the Collision offset/depth instead, or possibly try a higher Fold Resistance. 2. Suit -------------- Fold Resistance 15-30 (set to 18,000) Collision Offset 0,700 Collision Depth 0,700 Cloth Self Collison: ON Drape Frames: a few can be good, I used 10 Start draping from zero pose: ON ******************************************* * Cloth Room quick start * (by Grappo2000) ******************************************* This is a quick introduction in how to use these clothes. For a basic understanding of the cloth room, please refer to the Poser reference manual or various freely available tutorials online. But even without that, these instructions should help you getting started. 1. Load Michael 4. 2. On frame 1, keep him in his zero pose, without any morphs loaded. (You can have facial morphs, since they don't affect the skirt) Go into "joint editor" and choose "zero rotations" Also, make sure to turn off IK! 3. Somewhere between frame 10-15 (Or more if you feel its needed), put Michael in the final pose that you want. Here you can also load or apply any custom M4 morphs that you want, that alters his body one way or the other. The cloth simulation needs to start with Michael zeroed in the first frame, so that the clothing prop can drape or stretch into the final frame. 5. Go to "New Simulation" and set the desired amount of frames. Usually this is the same number as your final pose frame. 7. (PLEASE SEE CLOTHROOM UPDATES ABOVE FOR ADVISE ON CLOTH ROOM SETTINGS FOR THIS PARTICULAR PRODUCT) Then you select "Collide against", and as collision object choose Michael 4. You can choose his whole body, or to speed up the simulation a bit, check the ignore head and hand collection boxes. A good Collision Offset value is somewhere between 0.300-0.500. Collision Distance is usually good around 0.400. To keep the more flowing parts of the fabric from intersecting with the rest of the fabric, having the self collision box checked can help, but only if necessary, since it can slow down the simulation a bit. If the clothing item uses inverted displacement maps, this can sometimes cause pokethroughs in the renders. Adjusting the collision offset values can usually solve this. 8. In the DYNAMICS CONTROLS, you can experiment with fold resistance, to give the fabric some more creases, or decrease it to make the material a little bit tougher. The default value of 5.000 is usually good for standard fabric. If you want stiffer fabric, you can raise it. If you want softer fabric, lower it. When you have everything set up the way you like click "Calculate Simulation", and watch the progress or go have some coffee. :) *********************************** * Using parented scale * *********************************** These dynamic props do not comne parented, but you can parent them to M4. This means that if you move or scale him, the parented prop will follow. Now, if you scale him in the starting pose, it will affect the cloth simulation. (Just make sure that he 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 Michael down. When you do this scaling, make sure to have Michael's BODY selected. If your M4 figure is named to something else than "Michael 4" sometimes the parent doesn't set when you load the prop. If that's the case, just go into the object menu and parent it to Michael's "body" ***************** * Material Room * ***************** Applying materials is easy. Go into the Material room. Then in the Library panel, Material tab. Find the Frequency folder and the DynamicNinja subfolder. The materials for all pieces have been saved as Material Collecions. Just click on a material and it will be applied to all the zones. Just make sure the correct item is selected. ************************ * General Stuff * ************************ As far as the legal stuff goes, see the Renderosity license txt file. But as a general rule, use it however you want in your personal or commercial projects, just dont redistribute the package, in whole or in part, to make a competing product! You are welcome to use the UV Template file to create your own textures. Happy renderings! -------------------------------------- Files Included in the Product: ..Frequency-Resources\ DynamicNinja_UV_mask.png DynamicNinja_UV_pants.png DynamicNinja_UV_shoes.png DynamicNinja_UV_top.png ..Runtime\Geometries\Frequency\DynamicNinja\ NinjaHood.obj NinjaMask.obj NinjaMaskHood.obj ..Runtime\Textures\Frequency\DynamicNinja\ maskhood_3000_bump.jpg maskhood_3000_diffuse-black.jpg maskhood_3000_diffuse-tint.jpg pants_3000_bump.jpg pants_3000_diffuse-black.jpg pants_3000_diffuse-tint.jpg shoes_3000_bump.jpg shoes_3000_diffuse-black.jpg shoes_3000_diffuse-tint.jpg top_3000_bump.jpg top_3000_diffuse-black.jpg top_3000_diffuse-tint.jpg ..Runtime\Libraries\Character\Frequency\DynamicNinja NinjaHood-Conforming-2013.cr2 NinjaHood-Conforming-2013.pmd NinjaHood-Conforming-2013.png NinjaMask-Conforming-2013.cr2 NinjaMask-Conforming-2013.pmd NinjaMask-Conforming-2013.png NinjaMaskHood-Conforming-2013.cr2 NinjaMaskHood-Conforming-2013.pmd NinjaMaskHood-Conforming-2013.png ..Runtime\Libraries\Materials\Frequency\DynamicNinja\ Mask_Conforming_Black.mc6 Mask_Conforming_Black.png Mask_Conforming_Tintable.mc6 Mask_Conforming_Tintable.png Mask_Dynamic_Black.mc6 Mask_Dynamic_Black.png Mask_Dynamic_Tintable.mc6 Mask_Dynamic_Tintable.png NinjaPants_Black.mc6 NinjaPants_Black.png NinjaPants_Tintable.mc6 NinjaPants_Tintable.png NinjaShoes_Black.mc6 NinjaShoes_Black.png NinjaShoes_Tintable.mc6 NinjaShoes_Tintable.png NinjaSuit_Black.mc6 NinjaSuit_Black.png NinjaSuit_Tintable.mc6 NinjaSuit_Tintable.png ..Runtime\Libraries\Props\Frequency\DynamicNinja\ NinjaPants.png NinjaPants.pp2 NinjaShoes.png NinjaShoes.pp2 NinjaSuit.png NinjaSuit.pp2 ..Runtime\Libraries\Props\Frequency\DynamicNinja\ExtraDynamicHood\ NinjaHood_Dynamic.png NinjaHood_Dynamic.pp2 NinjaMask_Dynamic.png NinjaMask_Dynamic.pp2 NinjaMaskHood_Dynamic.png NinjaMaskHood_Dynamic.pp2