Avatar Window and Tools

The 3D tab contains the Avatar Window and the Stitching Window for pre-simulation setup. The tab includes the functions needed to finalize a model for 3D visualization. The functions are used to define stitching relationships between pieces, identify the piece positions relative to the avatar, simulate the 3D garment, and adjust preferences.

 

The simulation will be done in the 3D avatar window. A variety of functions are available in the Avatar Window.

The 3D avatar window hosts all the functionality to complete a 3D simulation.  There are visual cues to identify and differentiate the 3D work area.

 

 

3D Window

Use to show or hide the 3D avatar window.

 

Create Mesh


Use to display the mesh on a piece.

Mesh is a visual representation of the grid size which is defined in the 3D Preferences panel. The size of the grid controls the amount of detail utilized for 3D rendering.  The smaller the grid size the more realistic the render becomes, however this also requires more time in the rendering process.  The default value for grid size is 1 inch or 2.54 centimeters.

 

 

To View the Mesh:

  1. From the 3D tab, select Create Mesh in the View panel.

  2. The function is performed automatically.  The mesh will appear on all pieces within the work area along with all created relationships.

  3. To remove the mesh from the work area, right click ok to exit the function.

     

The simulation result is different depending on the selected engine because of the mesh shape engines created. The , Alternate, engine creates uniform meshes as shown in the “Create Mesh” function. As for the Avametric engine, a more realistic simulation method is provided. This simulation engine uses adaptive mesh. As the simulation is running, the engine identifies areas where additional divisions of the mesh are needed then adds them automatically.

 

The process of only adding additional divisions where needed and optimizes engine performance to improve realism. As mentioned in Engine Settings, the mesh size (grid size) influences the speed of simulation and the details of simulation result. It is recommended to use a larger mesh size, such as 2 or 3 centimeters (1 inch) for initial simulation. Users can change to a smaller mesh size for more details on their final simulation.

 

Avatar Window Views

 

Front: View the front of the avatar.

Back: View the back of the avatar.

Right: View the right side of the avatar.

Left: View the left side of the avatar.

Top: View the top of the avatar.

Bottom: View the bottom of the avatar.

Reset View: Return to the default view of the avatar.

Change Pose: The Toggle Pose button transitions the pose between the starting position and the ending position.  This option can be used on a simulated garment during simulation.

 

Current Size:

Show the size of the current garment in the 3D window.

 

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Show Group is for the Show/Hide functions. The following functions will be collapsed under the show Group drop-down menu.

 

View Avatar:

Show is default on and turned on by highlight of blue

View Relationships:

Show is default on and turned on by highlight of blue

View Cylinders

Show or hide cylinders

Show Stretch:

Show is default on and turned on by highlight of blue

Show Seams

Show Transparency

Hide Pieces

Show All Pieces:

Display all hidden pieces.

Description: C:\Users\lisa.lowell\AppData\Local\Microsoft\Windows\INetCache\Content.Word\PDS-3D-35-Layers-32.pngLayers Drop Down (All layers are visible by default)

Show Wireframe:

Show the cloth using wireframe in the 3D window.

 

Display Mode

The Display Mode menu includes a variety of methods for displaying the surface of the simulation, including Material, Layer, Pressure Map and Tension Map.

 

 

Material(Default)              Layers     

                Pressure Map TensionMap

 

Material (Default)

Use to show the original material of the garment. Garments are automatically shown in this mode after simulated.

 

Layer

Use to show the different layers of the garment 3D model. Different layers are shown in different colors. It is also helpful to see surface of patterns when the surface texture image makes it difficult to see the contour of the pattern in the simulation.

 

Pressure Map

Use to show the physical pressure placed on avatar utilizing the values from the fabric table, the pattern pieces, and the avatar’s body measurements. Areas that appear blue have low to no levels of pressure, while areas that display in red have a higher percentage of pressure.

 

To Display the Pressure Map:

  1. From the Display Mode menu, select Pressure Map. 

  2. The pressure map will display automatically.

  3. To go back to the default material map, select Material (Default) from the Display Mode menu.

     

Tension Map

Use to show the physical tension or stretch placed on the material utilizing the values from the fabric table, the pattern pieces, and the avatar’s body measurements. This can be viewed on the garment directly once the tension map is enabled. Areas that appear blue have low to no levels of material tension, while areas that display in yellow to red have a higher percentage of material tension.

 

To Display the Tension Map:

  1. From the Display Mode menu, select Tension Map. 

  2. The tension map will display automatically.  The chart below indicates the amount of tension by the colors displayed on the garment.

  3. To go back to the default material map, select Material (Default) from the Display Mode panel.

    The tension values can be adjusted using the slider on the percentage key.