1) Polygon Optimization
Objective
In the Garment Tab, adjust the Poly Count of the garment to match the platform you intend to export it to.
Details
- You can manually input the desired Poly Count.
- It will display the current Polygon Count of the garment, including Trims.
- When the pattern’s mesh style is changed to Quad, it displays the total number of polygons, including the number of polygons changed to Quad and the remaining Triangles.
- You can also check the polygon counts in the bottom left corner of the 3D window.
- It will display the current Polygon Count of the garment, including Trims, converted into Triangles.
- It shows the Poly Count of the Avatar.
- Optimize the garment mesh according to the input provided in #1.
- If you enter a value smaller than the modifiable range, the value will be automatically adjusted and applied as the minimum value (variable).
- It switches to the Mask Brush tool. The EveryWear window temporarily closes, and the Brush tool appears in the upper-right corner of the 3D window.
- Move to the Auto Seal tool. The EveryWear window will briefly close, and the Auto Seal tool will appear in the upper-right corner of the 3D window.
1-1) Applying Mask Brush
Objective
Use the Mask Brush in the 3D and 2D windows to define the Mask area.
Details
- Switch tabs to set the surfaces where the Mask will be applied.
- The Front and Back tab of the Mask Brush are based on the 2D pattern window, while in the 3D window, you can mask both sides.
- The Front and Back tab of the Mask Brush are based on the 2D pattern window, while in the 3D window, you can mask both sides.
- Select a type to define how the area will be selected. (Brush / Box / Lasso)
- You can select a mode to either add or subtract from the mask area.
- Adjust the size of the Mask Brush.
- When this option is enabled, all closed area that includes the selected point will be masked.
※ This option is only available when the Type is set to Brush. - When this option is enabled, you can work on both the front and back sides simultaneously.
- Clear all applied masks.
- Mode, Size, Select Enclosed Region and Double-Sided Brush settings will be reset.
- The Mask Brush window will close, and the EveryWear window will open.
1-2) Auto Seal
Objective
The Auto Seal feature is used to close the holes inside the garment, preventing the interior from being visible.
- This feature helps close open areas of the garment, such as sleeves or hems, preventing the inner side from appearing empty.
- By closing these holes, you can prevent the inner side of the garment from being exposed when the avatar moves, resulting in a more polished final look.
- Enclosed or hidden mesh is automatically masked to optimize performance and prevent the use of unnecessary geometry.
Details
- Click the Auto Seal button.
- Create Guidelines.
- Disc Mode: Create a disc by placing three points on the pattern. The curve (or path) cut by this disc becomes the guideline.
- 3D Pen Mode: Draw a curve (or path) on the garment to create the guideline (similar to the previous 3P Pen).
Align the last point with the first point to complete the curve (or path). - Select Hidden Areas.
- Select the direction in which the face should be created, then apply ‘Auto Seal.’
※ Note : Auto Seal is only activated in 3D view when the Rendering Mode is set to Thick.
2) Rigging
Objective
Rigging the garments to the avatar.
- Rigging is a fundamental aspect of 3D process, creating a skeleton structure with joints and bones to enable animations for 3D models.
- EveryWear's rigging merges the outfit with the avatar's joints, allowing them to move together.
- This rigging process also involves weight painting, which determines how much each part of the outfit is influenced by the movement of the avatar’s joints. This rigging process involves setting up and creating the controllable structure for the movement of the avatar and the outfit.
- CLO and Marvelous Designer specialize in detailed and realistic clothing animations through advanced garment simulations. However, for gaming purposes, the considerable data size of simulation-based clothing animations may not always be efficient.
- Therefore, EveryWear optimizes by utilizing Rigging instead of simulations to effectively synchronize the movements of outfits and avatars, prioritizing efficiency.
- Starting from version 2024.2 of CLO and Marvelous Designer, the accuracy of Auto-rigging has been further improved.
- Starting from version 2026.0 of CLO and Marvelous Designer, the new Rig Template feature is now avaiable.
This feature is particularly effective for creating garments like skirts that require precise movement or unique handling relative to the avatar’s skeletal structure.
2-1) Rig Method - Transfer Weights
Objective
- Rigging the garments to the avatar.
Details
- Clothing is automatically rigged to the avatar.
- When rigging is applied, the ‘Update’ and ‘Brush tools’ will appear as shown in <Image2>
- If the avatar does not have joints or if there are multiple avatars within the same project, rigging will not proceed.
- When attempting to simulate the garment in the rigging state, the following warning message will be displayed.
-
- Yes : The rigging information will be deleted as soon as the costume is simulated, and the rigging menu returns to its initial state.
- No : The simulation will not proceed, and the existing rigging information will be maintained.
- 1-1. All Patterns: Updates the rigging for all patterns, regardless of the current pattern selection.
- 1-2. Selected Patterns: Updates the rigging only for the currently selected pattern(s).
- Target Joint : Used to exclude or remove specific joint weights from the rigging target.- If the rigging has already been applied: After setting the Target Joint, click Update to remove all weights applied to that joint.
- All Patterns: Rigs/updates all patterns.
- Selected Patterns: Rigs/updates only the selected patterns.
- Tip: When rigging for the first time, use All Patterns to process all patterns. For partial edits, use the Selected Patterns option.
- Tip: After checking Selected Patterns, click Update to re-rig only the selected patterns.
- Show Avatar Joints : Displays the avatar’s joint points in the 3D window.
- Max Influence Joints : Set the maximum number of joints that can affect each vertex.
- Switch to Bind Pose : Returns the avatar to its original pose defined during creation.- It is independent of the loading pose or the most recent pose.- If switched to Bind Pose when rigging is not applied, the current draping state may be altered.- Notes- It is recommended to perform rigging in the Bind Pose state.- If rigging is performed in a non-Bind Pose state, artifacts may occur when editing weights.
- Re-rig based on the current state of the garment.
- Navigate to the Brush tool. The EveryWear window momentarily closes, and the Brush tool appears in the upper right corner of the 3D window.
2-2) Rig Method - Template
Objective
- This feature aims to automate the creation and skinning of garment-specific joints to resolve issues such as silhouette distortion and mesh collapsing that occur when rigging wide garments directly to avatar joints.
- By selecting a rigging template optimized for specific pattern characteristics and generating dedicated joints, users can efficiently achieve natural movement for garments requiring specialized handling, such as skirts and capes.
- Recommended Garment Types: Skirts, capes, hems of long coats and jackets, wide sleeves of traditional costumes, neckties, ribbons, mufflers, etc.
- Recommended Garment Types: Skirts, capes, hems of long coats and jackets, wide sleeves of traditional costumes, neckties, ribbons, mufflers, etc.
Details
- Creating Joints on Selected Patterns
Precautions
*Please ensure that the rigging process is performed in the [Transfer Weights] tab before using this feature.
1. Select Rig Method: Set to [Template].
2. Select Target Patterns: Select the patterns to which joint generation or rigging will be applied.
3. Set Template Type: Select the type (ex: Skirt) from the [Template Type] tab.
4. Adjust Detailed Options: Configure specific parameters according to the selected template type.
- skirt rib count: Sets the total number of bones (ribs) to be placed along the circumference of the skirt. A higher count allows for more precise control over the horizontal movement of the skirt.
- joint count per rib: Sets the number of joints that make up each individual bone (rib). A higher number of segments results in smoother, more natural curvature when the skirt bends.
- fitting strength: Adjusts the degree to which the generated bones adhere to the avatar's movement. A higher value causes the bones to more sensitively reflect the avatar's motions.
5. Execute Joint Generation: Click ‘Create Joints on Selected Patterns’ to generate the joints. You can verify the generated joints by enabling ‘Show Avatar Joints (Shift+X).’
6. Apply Rigging: Select ‘Apply’ located to the right of the Rigging button.
7. Complete Skinning: When the notification window appears, select ‘Proceed’ to complete the final skinning process.
3) Brush_Weight
Objective
Modify the weight value using the brush.
- Weight Painting ensures the rigged outfit moves seamlessly with the avatar's motions.
- Weight Painting adjusts joint influence on surrounding vertices for natural and fluid movements.
- While EveryWear auto-distributes weights based on the avatar, it's essential to check for any outfit penetration or inaccuracies in motion. Make necessary weight adjustments if needed.
Details
- Set the Brush to Weight Mode. (Hotkey : Ctrl + ~)
- Change the blend mode. (Hotkey : Ctrl + Tab)
- Add : Add / Increase the weight value.
- Subtract : Subtract / Decreases the weight value.
- Smooth : Adjusts the weight value to match the surrounding areas.
- Set Brush properties.
- Strength : Adjust the intensity of the brush. (Hotkey : Alt + [ , ] )
- Size : Change the size of the brush. (Hotkey : [ , ] )
- Focal : Adjust the intensity difference between the center and edge of the brush.
- Depth : Set the depth of the brush's influence.
- Initialize the Brush property value.
- Exit the Brush tool and go to the EveryWear window.
3-1) Applying Weight Brush
- After selecting the Avatar's Joint, users can adjust Weight value by using a brush to add or subtract.
- Real-time Weight adjustments in 2D window are possible as well.
- Add Weight
- 1. Select Brush Tool: Press the Brush icon to open the Brush tool.
- 2. Choose Brush Mode: Set the Brush to Weight Mode.
- 3. Select Blend Mode: Configure the Blend Mode to Add.
- 4. Adjust Brush Properties: Modify the size and strength of the Brush according to your desired operation.
- 5. Choose Joint: While holding down Ctrl, click on the Joint. The selected Joint will be highlighted in yellow.
- 6. Apply Add Weight: Click and drag over the area you want to apply the brush. As the Weight value increases, it will be represented with a deeper red color.
- Subtract Weight
- 1.Select Brush Tool: Press the Brush icon to open the Brush tool.
- 2. Choose Brush Mode: Set the Brush to Weight Mode.
- 3. Select Blend Mode: Configure the Blend Mode to Subtract.
- 4. Adjust Brush Properties: Modify the size and strength of the Brush according to your desired operation.
- 5. Choose Joint: While holding down Ctrl, click on the Joint. The selected Joint will be highlighted in yellow.
- 6. Apply Subtract Weight: Click and drag over the area you want to apply the brush. As the Weight value decreases, it will be represented with a deeper blue color. When the Weight value is 0, no weight color information will be displayed.
- Smooth (Single Joint)
- This function smooths the Joint weight of vertices based on the selected joint, softly adjusting the weight differences with surrounding vertices.
- The sum of the joint weights for each vertex is always maintained at 1, and when the weight of the selected joint for a vertex is adjusted, the weights of the remaining joints are automatically scaled to maintain balance. However, if the weight of the selected joint is not different from that of surrounding vertices, no smoothing will occur.
- 1. Select Brush Tool: Press the Brush icon to open the Brush tool.
- 2. Choose Brush Mode: Set the Brush to Weight Mode.
- 3. Select Blend Mode: Configure the Blend Mode to Smooth (Single Joint).
- 4. Adjust Brush Properties: Modify the size and strength of the Brush according to your desired operation.
- 5. Choose Joint: While holding down Ctrl, click on the Joint. The selected Joint will be highlighted in yellow.
- 6. Apply Smooth Weight: Click and drag over the area you want to apply the brush. The Weight will be smoothly adjusted based on the surrounding values.
- Tips
By applying the 'Full Smooth' function to the selected joint's skin weight, you can evenly smooth across the entire selected joint with one click, eliminating the need for manually painting weight with the Smooth brush.- Usage: Click on the joint you want to modify to view its weight, then press Ctrl+Shift and click on the selected joint again. You can adjust the smoothing strength by modifying the 'strength' parameter under brush properties.
- Usage: Click on the joint you want to modify to view its weight, then press Ctrl+Shift and click on the selected joint again. You can adjust the smoothing strength by modifying the 'strength' parameter under brush properties.
- Smooth (Multiple Joints)
- It operates for all joints, smoothing the joint weights of each vertex along with the weights of surrounding vertices.
- This is similar to selecting and using all joints in the Single Brush. In this process, the joint weights of each vertex are adjusted smoothly and simultaneously, while the sum of the joint weights for each vertex always remains 1.
- 1. Select Brush Tool: Press the Brush icon to open the Brush tool.
- 2. Choose Brush Mode: Set the Brush to Weight Mode.
- 3. Select Blend Mode: Configure the Blend Mode to Smooth (Multiple Joints).
- 4. Adjust Brush Properties: Modify the size and strength of the Brush according to your desired operation.
- 5. Apply Smooth Weight: Click and drag over the area you want to apply the brush. The Weight will be smoothly adjusted based on the surrounding values.
- Joint Lock
- The Joint Lock feature is designed to influence only specific areas when modifying weights in situations such as the following:
- When adjusting the weight value without affecting the selected joint.
- When unrelated joints are causing the weight issues and need corrections (e.g., armpits, corners, sleeves, skirts, etc.).
- When intricate weight adjustments are required for complex models.
- Locked Joints will remain unaffected when adjusting other joints’ weight values.
- 1. Select Brush Tool: Press the Brush icon to open the Brush tool.
- 2. Choose Brush Mode: Set the Brush to Weight Mode.
- 3. Lock the Joint: Hold down Alt and click on the Joint. The Locked Joint will be highlighted in red.
- To apply Lock to all joints, hold Alt and right-click on the desired joint.
- 4. Unlock the Joint: To unlock, Hold Alt and click on the locked Joint again. Once unlocked, the Joint will be displayed in white.
- To unlock all joints, hold Alt and right-click on the desired joint.
- The Joint Lock feature is designed to influence only specific areas when modifying weights in situations such as the following:
- Hammering
- Hammering is a feature that automatically adjusts the weight values of a specific vertex to closely match the surrounding weight values when there is a significant disparity.
- This feature comes in handy in situations where certain areas, like armpits, the bottom of pants, sleeves, and so on, are unintentionally affected by unwanted joints, resulting in awkward deformations or the strange spikes.
- 1. Select Brush Tool: Press the Brush icon to open the Brush tool.
- 2. Choose Brush Mode: Set the Brush to Weight Mode.
- 3. Select Joint: Hold down Ctrl and click on the joint. The selected joint will be highlighted in yellow.
- 4. Hammering: Hold down Shift and click on the desired vertex. When Shift is pressed, the mouse cursor changes from the brush shape to a red dot, indicating that it can recognize vertices.
- Copy Symmetric Weights
- This function allows you to copy the weight values from one side of a symmetric pattern to the opposite side.
- By editing only one side and applying the same values to the other, you can reduce the time spent on weight adjustments.
- 1. Switch to Weight Brush mode. (Make sure no joints are selected.)
- 2. Select the pattern(s) whose weight values you want to copy. (Selection is possible in the 2D or 3D view.)
- If multiple patterns are selected, the weight values of each pattern will be copied.
- If both symmetric patterns are selected, the copy operation will not be performed.
- 3. Right Click → Copy Symmetric Weights to copy the weight values to the opposite symmetric pattern.
- The joint-specific weight values applied to each pattern can be checked by selecting the corresponding joint.
- The joint-specific weight values applied to each pattern can be checked by selecting the corresponding joint.
4) Brush_Sculpt
Objective
Use the Brush to modify the shape of the garment.
Details
- Set the Brush to Sculpt Mode. (Hotkey : Ctrl + ~)
- Change the blend mode. (Hotkey : Ctrl + Tab)
- Grab : Use this mode to grab and reshape the 3D clothing surface.
- Smooth : Use this mode to make the 3D clothing surface smoother.
- Fix Intersection : Use this mode to correct areas where intersections occur between the garment and the avatar or between the surfaces of the garment.
- Set Brush properties.
- Strength : Adjust the intensity of the brush. ( Hotkey : Ctrl + [ , ] )
- Size : Change the size of the brush. ( Hotkey : [ , ] )
- Focal : Adjust the difference between the brush center and edge intensity values.
- Depth : Set the depth of the brush's influence.
- Initialize the Brush property value.
- Exit the Brush tool and go to the EveryWear window.
4-1) Applying Sculpt Brush
- Using the Sculpt Brush allows users to modify the shape of the garment.
- Applying Grab Brush
- Utilize this brush when the garment penetrates inside the avatar or when garment layers overlap, causing visibility issues.
- 1. Select the Brush Tool: Open the Brush Tool by clicking on the Brush icon.
- 2. Choose Brush Mode: Set the Brush to Sculpt Mode.
- 3. Select Blend Mode: Set the Blend Mode to Grab.
- 4. Adjust Brush Properties: Modify the size and strength of the Brush according to your desired operation.
- 5. Apply Grab Brush: Click and drag over the area you want to apply the brush, and the selected area will move along with the mouse. Note that the Weight value will not have any effect.
- Applying Smooth Brush
- Utilize this brush to create a smoother surface for garments or to soften angular areas while modeling.
- 1. Select the Brush Tool: Open the Brush Tool by clicking on the Brush icon.
- 2. Choose Brush Mode: Set the Brush to Sculpt Mode.
- 3. Select Blend Mode: Set the Blend Mode to Smooth.
- 4. Adjust Brush Properties: Modify the size and strength of the Brush according to your desired operation.
- 5. Apply Smooth Brush: Click and drag over the area you want to apply the brush, and the surface will be smoothed based on its surroundings
- Applying Fix Intersection Brush
- Utilize this brush for areas where the garment intersects with the avatar or where garments overlap, as other existing brushes may struggle with these areas.
- 1. Select the Brush Tool: Open the Brush Tool by clicking on the Brush icon.
- 2. Choose Brush Mode: Set the Brush to Sculpt Mode.
- 3. Select Blend Mode: Set the Blend Mode to Fix Intersection.
- 4. Adjust Brush Properties: Modify the size and strength of the Brush according to your desired operation.
- 5. Apply Fix Intersection Brush : Apply the brush to the desired area to automatically correct intersections where the avatar or garments overlap.