
In the viewport of the 2D Window, enable Pattern Names and Pattern Annotation. xml metadata file that is required for the export. Non-Latin letters in the pattern piece names will cause issues in the. → finally, make sure all of the pattern pieces' names are written in Latin letters. → set the Type property of all the topstitches to Texture, rather an OBJ For this reason, make sure to move all the pattern pieces away from each other, so there is some space between the individual pieces: We will need a margin between the pattern pieces so we can add a texture baking margin in the export step eventually. These will have to be manually fixed by moving the overlapping pattern piece into an empty area of the UV space, with some margin to neighboring piecesįurthermore, by default, the UV Arrangement function will place pattern pieces next to each other without any margin: → check the automatically generated UV layout for overlapping pattern pieces, such as shown below → in to the UV Editor toolbar, select the UV Arrangement function → go to the UV Editor workspace, click right somewhere in the UV space and choose Reset to 2D Arrangement, which will place the pattern pieces, as you had it in the simulation space. To do so, select all pattern pieces using the Transform Pattern tool ( A) and right click, then select Rotate> Reset Along Grain Direction → the pattern pieces need to be oriented along their grain direction in the 2D Pattern Window. Set up UV Layout, topstitches and check pattern piece names If necessary, modify the adjustments done in step 2, simulate and check again and repeat this process until you are satisfied with the results. This is crucial for all subsequent steps. Ensure that the simulation is really finished and the garment stopped moving.

Make sure to finally simulate in mode Fitting(Accurate Fabric). Don’t forget to check and adapt the Light Intensity (0,9 for white garments, 1 for bright garments, up to 1,5 for dark garments) → use the RR HDRi file to match the light conditions of the RR Avatars. → simulate and check the result for self-intersections or intersections with other patterns like buttons and trims or hard edges and fix them with new iterations of simulation using the appropriate toolset ( mesh tool (lasso, box, brush), pins, tack, freeze, solidify. → position the pattern pieces around the shape of the avatar Check fit on avatar and simulate on avatar zprj file can only have one type of fabric assigned at a time, and different fabrics need to be saved, simulated and exported individually. zprj files for each variant, since each pattern piece within one. zprj file using CLO3D's Colorways feature.įabric variants of the same garment need to be reflected in separate. If your garment has different color or fabric variants, RR will create separate assets of each color and fabric variants.Ĭolor variants of the same garment need to be defined within the garment’s. Please note that we need charge per avatar import. obj export of the avatar should correspond exactly to the avatar used for fitting in your garment project files (size / scale, pose). obj file format and the height of the avatar in cm prior to the garment datasets. In this case, please provide the avatar or avatars you are intending to use for your selection of garments beforehand in an. zprj garment files and generated output based on the avatar files you have used in the design process of your garments. → import the respective RR mannequin ( File → Import (Add) → OBJ) with the following settings:Īlternatively to using the RR Avatars, you can choose to provide us your. To use the RR Avatars, please follow the steps below:
#Avatar clo 3d download#
Use the below links to download the RR mannequins. The RR mannequins have average body proportions and are posed in a neutral and slight A-pose to provide a neutral shape for the resulting fitted and simulated garment. zprj files to fit and simulate your CAD garments on within CLO3D, to get the best possible output for downstream processing according to our specifications, including appropriate output for our 2D Virtual Photography use case.

In case you don’t have appropriate avatars, we can provide you with male and female “RR Mannequin” avatars, that you can import into your. The avatar must have the same size as the garment size, which should be the base size, the garment was designed in. Within these files, the avatars should be standing in a-pose. AvatarsĪll CLO3D garments need to be fitted and simulated on an appropriate avatar, that is known to Reactive Reality, and that is stored within the. In the sections below, the steps for the two paths (2D Output, 3D Output) are explained in detail. There are two paths with similar steps to produce the necessary data. The following workflow visualizes the steps needed in CLO3D to ensure the exported files adhere to our Content Service input specifications.
