====================================================================== ************************************************************ *Product Name: Dynamic Poloneck for M4 *Copyright: 2011-02-05 *By: Frequency (Ylva Grefberg), Thanks to WhimsySmiles (Kimberly Grefberg) for help with shaders ************************************************************ Contemporary poloneck for M4! Comes with 35 ready-made materials. -------------------------------------- System Requirements: Poser 6 or higher Michael 4 by Daz3d -------------------------------------- Ownership Statement: All of this product's content was created by Ylva Grefberg and Kimberly Grefberg and may include derivatives of the following merchant resources: Designer Patterns by Atenais (Liudmila Metaeva) -------------------------------------- Installation Instructions: Unzip the files into your Poser directory. To open a clothing item from the Library, you go to the Props tab, then into the Frequency folder and then into the DynamicPoloneck subfolder. To apply a material, go to the Materials tab, and then into the Frequency folder and into the DynamicPoloneck/M4 subfolder. -------------------------------------- Usage Tips or Limitations: ************************************************************** * Dynamic Poloneck Information (by Frequency) ************************************************************** This item comes with a draping pose. The legs, torso and head are in zero pose, but the arms have been lowered slightly. If you need to drape from zero pose (for combining with a dynamic jacket for example), you can use the sleeveless version which drapes from both poses. ----- Cloth room settings used for the promo images: Default (Cloth Density 5.00) Collision Offset/Depth: 0.600 Remember to enable Displacement maps when rendering for the included materials! ************************************************************** * Cloth Room - Dynamic Clothing with Morphs (by Frequency) ************************************************************** ******* (Written for Dynamic Long Skirt by Frequency) This item comes with two types of morphs: style morphs that can work on any figure (skirt length/width settings), and V4 body morphs that correspond to morphs that come with the DAZ figures. If you want to use the built-in V4 morphs on this item, you may use the following method instead of the parented scale method outlined by Grappo2000: I will give you an example using the Voluptious body morph, with a 30-frame setup. 1. On frame 1, load your V4. Add the body morph(s) you want to use. (or just load your custom V4 character). In this example, you would load and set the Voluptious body morph to 1.00. 2. If you have started with a blank V4 and dialled in your morph(s), make sure to dial in the same morph(s) on frame 30. In this example, we set the Voluptious body morph to 1.00 on frame 30. 3. Load the final pose for V4 at frame 30. (this can also be changed later on) 4. For the skirt, set corresponding body morphs on frame 1 (in this case you would dial the morph 'V4-Voluptious' to 1.00 on the skirt) 5. IMPORTANT! Go to frame 30, and make sure the same morph ('V4-Voluptious' on the skirt) is TURNED OFF (set to 0.000) on the final frame. I am not sure why, but my tests have shown that the cloth simulation will get distorted otherwise. It might have to do with that the skirt can start out morphed, but must then be 'clear' because the cloth simulator is supposed to do the rest of the work. Note: Sometimes the morph is doubled upon the end of the simulation, it happens more commonly in earlier versions of Poser. If you are using a fully patched Poser 7 or up this shouldn't happen often. If it does however, just select the affected morphs and reset them. The end result will now look as it should. I have not tested these morphs for animation. If you do try, please feel free to let me know how it goes! ************************** * 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 her in her 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 V4 morphs that you want, that alters her body one way or the other. (Including other Daz characters like Hiro 4. 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. 4.(IMPORTANT!) Before you load any of the clothing props, make sure you have Michael selected. Then load the clothing. Parent the clothing to Michael, if it isn't parented already. (Object//Change Parent, parent to 'Body'). If you scale Michael, the clothing prop will be scaled as well. This can be very useful. The clothing prop can stretch, if you scale Michael 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 Michael down a bit in the starting pose. Make sure you have Michael's BODY selected when doing this. This is very useful if you find that the clothing prop is too long or too short for your character. Then you can use Y scale to adjust it. 5. Go to "New Simulation" and set the desired amount of frames. Usually this is the same number as your final pose frame. 7. Then you select "Collide against", and as collision object choose Michael 4. You can choose her 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 * *********************************** The clothing prop may come parented to your figure. If not, use (Object//Change Parent, parent to 'Body') in the main menu to parent the item. This means that if you move or scale the figure, the prop will follow. Now, if you scale the figure in the starting pose, it will affect the cloth simulation. (Just make sure that the figure 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. ***************** * Material Room * ***************** Applying materials is easy. Go into the Material room. Then in the Library panel, Material tab. Find the Frequency folder and then go to DynamicPoloneck/M4. The materials for the poloneck have been saved as Material Collecions. Just click on a material and it will be applied to all the zones. Just make sure the poloneck is selected. ***************** * Render tips * ***************** Make sure to render with displacement maps turned on in the render options, if you want the extra details to show! If you think that the displacement map is too strong or too weak, you can also adjust its strength in the Material room (advanced tab) Just make sure to adjust it for all the zones. ************************ * 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, including creating your own texture packs for sale. Happy renderings! -------------------------------------- Files Included in the Product: ..Resources poloneckm4_uv-edges.jpg poloneckm4_uv-full.jpg ..Runtime\Textures\Frequency\DynamicPoloneck\M4\ polo_displacement_01.png polo_displacement_02.png poloneck_diffuse01.jpg poloneck_diffuse02.jpg poloneck_diffuse03.jpg poloneck_diffuse04.jpg poloneck_diffuse05.jpg poloneck_diffuse06.jpg poloneck_diffuse07.jpg poloneck_diffuse08.jpg poloneck_diffuse11.jpg poloneck_diffuse12.jpg poloneck_diffuse13.jpg poloneck_diffuse14.jpg poloneck_diffuse15.jpg poloneck_diffuse16.jpg poloneck_diffuse17.jpg ..Runtime\Libraries\Materials\Frequency\DynamicPoloneck\M4\ Chunky-Black.mc6 Chunky-Black.png Chunky-Brown.mc6 Chunky-Brown.png Chunky-GreyDark.mc6 Chunky-GreyDark.png Chunky-GreyLight.mc6 Chunky-GreyLight.png Chunky-Ocean.mc6 Chunky-Ocean.png Chunky-Offwhite.mc6 Chunky-Offwhite.png Chunky-Olive.mc6 Chunky-Olive.png Chunky-Purple.mc6 Chunky-Purple.png Iridescent-1.mc6 Iridescent-1.png Iridescent-2.mc6 Iridescent-2.png Iridescent-3.mc6 Iridescent-3.png Mixed-1.mc6 Mixed-1.png Mixed-2.mc6 Mixed-2.png Mixed-3.mc6 Mixed-3.png Mixed-4.mc6 Mixed-4.png Mixed-5.mc6 Mixed-5.png Mixed-6.mc6 Mixed-6.png Plain-Black.mc6 Plain-Black.png Plain-Brown.mc6 Plain-Brown.png Plain-GreyDark.mc6 Plain-GreyDark.png Plain-GreyLight.mc6 Plain-GreyLight.png Plain-Ocean.mc6 Plain-Ocean.png Plain-Offwhite.mc6 Plain-Offwhite.png Plain-Oilve.mc6 Plain-Oilve.png Plain-Purple.mc6 Plain-Purple.png Satin-Black.mc6 Satin-Black.png Satin-Blue.mc6 Satin-Blue.png Satin-Brown.mc6 Satin-Brown.png Satin-Green.mc6 Satin-Green.png Satin-Orange.mc6 Satin-Orange.png Satin-Red.mc6 Satin-Red.png Satin-White.mc6 Satin-White.png Shiny-Black.mc6 Shiny-Black.png Shiny-Gunmetal.mc6 Shiny-Gunmetal.png Shiny-Silver.mc6 Shiny-Silver.png ..Runtime\Libraries\Pose\Frequency\DynamicPoloneck\ M4_20degrees.png M4_20degrees.pz2 ..Runtime\Libraries\Props\Frequency\DynamicPoloneck\ Poloneck-Longsleeve.pmd Poloneck-Longsleeve.png Poloneck-Longsleeve.pp2 Poloneck-Sleeveless.pmd Poloneck-Sleeveless.png Poloneck-Sleeveless.pp2