• No results found

VStitcher Online Help

N/A
N/A
Protected

Academic year: 2021

Share "VStitcher Online Help"

Copied!
762
0
0

Loading.... (view fulltext now)

Full text

(1)

Introduction

Browzwear's software products are 3D design applications that allow

streamlining the garment design and pre production cycles. They simulate true to life draping, fit and design on a virtual human body in a 3D environment. The simulation is based on real data such as the actual pattern, fabric physical properties and the appropriate fit model body measurements.

The Browzwear application family

VStitcher, the primary Browzwear application, can facilitate and streamline the

three main tasks of the garment’s pre production process: fit, design and merchandising, using the full capabilities. Virtual garments must first be

created using VStitcher.

V-Styler is used for the same, excluding virtual garment creation or pattern

modification thus relying on virtual garments first created in VStitcher. V-Styler focuses on design & merchandising tasks.

VViewer is a 3D garment viewing tool for designers, merchandisers and

management which allows visualizing garment groups and collections in 3D in a true-to-life manner based on virtual garments created in VStitcher or V-Styler.

Utilities

Browzwear Database Administration application

The Browzwear database contains company garments specifications, for example, size charts, fabric data, and wires.

The Database administration application is used to populate, update and manage the database.

Fabric Testing Kit (FTK)

Browzwear’s drape simulation uses fabric physical properties data to ensure true to life accuracy. Properties such as weight, stretch-ability and bend-ability are calculated during the simulation of a garment.

The FTK is a hardware device for testing these properties. See also:

Virtual prototyping

Interface basics and working conventions Getting started

Activity Centers Additional Activities Simulation

(2)

Virtual prototyping

Virtual prototyping advantages and options

Fit

Adjust the body and create your perfect fit model Simulate garments accurately and realistically Use tested fabric physical properties

Analyze fit

Correct and make changes on the fly Improve hit rate of physical fit samples

Use the collaboration features for worldwide quick communication & feedback

Design

Design in 3D using picture-perfect textures

Display and modify garments, fabrics, seams, prints and logos Export your outputs

Use the collaboration features for worldwide quick communication & feedback

Merchandising

Present a real-life display of your collection in 3D at any point of the preproduction, production or merchandising process

Embed your work in the form of pictures or interactive 3D objects into HTML pages, Word documents, Power point presentations and Flash presentations Use the collaboration features for worldwide quick communication & feedback See also:

Introduction

Interface basics and working conventions Getting started

Activity Centers Additional Activities Simulation

(3)

Interface basics and working conventions

Get to know the Browzwear work environment and how it operates.

Learn about 2D and 3D navigation options, objects, functions, selections and more

Getting to know the work environment and basic practices

Work Area Using Help Show tool bar

Variable background grid Face and Back view

3D Window 3D Navigation

2D zooming, panning and moving individual shapes 2D Constrain movement and nudge options

Working conventions

.

Related Topics: Getting started Activity Centers Additional Activities Simulation guidelines

(4)

Work area

A description of the Browzwear work environment

The Browzwear work area is divided into three main components:

1.

The 2D desk

for working with the pattern pieces, stitching and applying textures to shapes. The 2D desk occupies most of the space.

2.

The commands bar and the image bank bar.

Located at the left

pane of the Work area

Use the Command bar to select Activity Centers and functions

Use the Image bank bar to quickly access the relevant textures represented by icons to:

o Apply textures to shapes or edges

o Select images for highlighting the relevant shapes in 2D or 3D o Edit images using the Texture center options

3.

The

3D window, where garments are simulated on three-dimensional

models (avatars). the 3D window may be re sized as needed

(5)
(6)

Using Help

VStitcher is equipped with detailed online help which provide simple step by step instructions to almost any task. Complex tasks are broken into smaller portions for simpler implementation

Activating context sensitive online help

u ”F1” to open context sensitive help

1. Press F1 > during any activity. The Browzwear Online Help dialog box opens at the relevant topic.

2. To access the navigation pane, click the button. The navigation pane opens with the content, index and search tabs

i Note:

The online help includes the entire software manual. Check the Contents tab Use the Index and Search tabs to quickly find needed information.

The help file can also be accessed from the help menu

(7)

Show tool bar

Use the Show tool bar to quickly show or hide elements such as Textures, Stitches etc…

The Show tool bar options

Hiding/showing the tool bar

u To hide/Show the Show tool bar

On the menu bar select View and check/uncheck Show Tool bar. The

Show tool bar is hidden/shown Docking the tool bar

u To dock the Show tool bar

Drag the tool bar to any of the VStitcher work area borders. The tool bar is docked.

.

Related Topics:

Show tool bar buttons

(8)

Show tool bar buttons

The table lists all the buttons and describes their functionality

The Show tool bar buttons list

Textures

Show/Hide all textures on the pattern shapes

Stitches

Show/Hide all stitches

Allowance

Show/Hide all seam allowance areas for shapes

Internal lines and points Show/Hide all internal markers

3D lines

Show/Hide all3D lines

Trace Changes

Start/Stop tracing changes for shapes modification

Variable background grid

Show/Hide Grid

Shape information

Show/Hide pattern pieces names

Grain Line

Show/Hide Grain line for all shapes

Graded points numbers Show/Hide all graded points numbers

Edge numbers

Show/Hide all edge numbers for all shapes

Nest

Show/Hide all nested sizes for all shapes

Edge depth

Show/Hide edges depth color indication in 2D

Face/Back view

Switch between fabric & trims Face and Back view.

.

Related Topics:

Variable background grid

(9)

Variable background grid

The background greed may be displayed on the 2D desk. it may be

scaled as needed

The background grid is useful with: Clusters, Shapes, Symmetry and drawing

Background grid settings and options

Showing/hiding Background Grid

The grid may be hidden or displayed as needed u To show/Hide the background grid

1. On the menu bar select View > Show> and check/uncheck Background

Grid. The Grid is hidden / shown.

2. Alternatively, on the Show toolbar click the Background Grid button. The Grid is hidden / shown.

Changing the Background Grid size and display

Enlarge or reduce the grid dimensions and set the grid type u To Change the background grid size interactively Hold the Control button while rolling the mouse wheel button. The Background Grid size changes interactively

u To Change the background grid settings

1. On the menu bar select View > Background Grid Settings.... The Grid dialog box opens

2. Set as needed and click the Update button. The Grid size and/or style changes accordingly

(10)

Face and Back view

Fabric & trims can be viewed also as if turned inside out. This mode is referred to as Back view as opposed to the normal Face view. The fabric back side is also known sometimes as wrong or reverse. This is the side that is normally not viewed in the finished garment because it is on the inside.

When activating back view, the shapes are flipped and seen on the desk with the fabric and trims in back view.

Fabrics, edge textures and attachments have face and back images.

The Back view images may be the same as the Face view images (default) or different.

Switching between Face and Back view mode

u "Face/Back" to reverse fabric and trims 2D view

1. On the Show tool bar, press or release the Face/Back button

2. The 2D view is updated accordingly with an indication on the top and bottom of the desktop: Fabric Face view or Fabric Back view

a. All shapes are flipped accordingly

b. All shapes show the appropriate face/back fabric and trims images

c. Texture center actions are applied to the face or back images based on the current view mode

i Note: Some 2D activities are only possible while in Face view mode

.

Related Topics:

Texture activities for Face and Back images Interface basics and working conventions Show tool bar

(11)

3D Window

Use the 3D window to view, modify, and manage garments and avatars. The

avatar can be controlled interactively, and garments can be viewed and manipulated

The 3D Window basic activities

Displaying the 3D window

Keeping the 3D window on top Loading an avatar

Viewing a simulated garment Simulating immediately

Replacing 3D environments Simulation controls

.

Related Topics:

3D Window Tools and Actions

Interface basics and working conventions 3D Navigation options

(12)

Displaying the 3D window

The 3D window may be shown or hidden as needed

Opening the 3D window

u To display the 3D window

1. On the main toolbar, press the 3D icon.

2. The 3D window opens

(13)

Keeping the 3D window on top

Keeping the 3D window always on top allows working in 2D while watching the changes in 3D or vice versa. Otherwise, the 3D window disappears whenever working in 2D. Toggle as needed.

Having the 3D window visible while working in 2D

u To Keep the 3D window always on top

1. On the toolbar, press the small triangle next to the 3D button 2. Select Always on Top

3. Now the 3D window will not disappear when working in 2D

4. To hide/show the 3D window when the Always On Top setting is checked, click the 3D button (toggle)

i Note: this relates to VStitcher only, not to other applications or windows

.

Related Topics:

Keeping the 3D window always on top using 3D settings 3D Window

(14)

Loading an avatar

Load a stored avatar onto the 3D window

Select a model from the list of avatars

u ”Manage” to load an avatar

1. Open the 3D window

2. On the 3D window menu select Avatar > Manage, or click the Manage icon on the Avatar tool bar. The Manage Avatar dialog box opens with the

Manage Avatars tab selected.

3. Select the desired avatar from the list and click the Open button. The avatar is loaded

.

Related Topics:

Managing Avatars

Loading the Garment related Avatar

Automatic loading of the Garment related Avatar 3D Window

(15)

Loading the Garment related Avatar

When a garment is saved, a reference is made to the active avatar and it's pose. This avatar becomes the related avatar for that garment. Garment related avatars can be loaded manually or automatically as determined by the user

Opening the avatar which was saved with the garment

u ”Garment Related” to load the avatar and its pose

1. Open the 3D window

2. On the 3D window menu select Avatar > Garment related, or click the icon on the Avatar tool bar. A message appears asking confirmation

3. Click Yes or No

4. If Yes, the garment related avatar opens using the garment related pose 5. If No, the current avatar remains

.

Related Topics:

Automatic loading of the Garment related Avatar 3D view settings

(16)

Viewing a garment in 3D

Simulate a garment on the avatar. At the end of the simulation the virtual garment can be viewed interactively

Visualizing a 3D garment

u "Dress" To view a simulated garment

1. On the menu bar, select File >Open. Select a garment. The garment is opened in the application

2. Open the 3D window

3. Load an avatar

4. On the main toolbar, press the Dress icon

5. The garment is brought to the pre simulation stage

6. On the 3D tool bar click the Simulate button

(17)

.

Related Topics:

Simulating immediately 3D Window

(18)

Simulating immediately

This option is available with the Dress button. If applied, when pressing the button, the pre-simulation stage will be skipped and the garment will be simulated

immediately

Skipping the pre simulation stage

u "Simulate Immediately" to dress without delaying at the pre simulation stage

1. On the main tool bar press the little triangle to the right of the Dress button. A menu appears

2. Select Simulate Immediately

3. Now, when dressing the pre simulation stage will be skipped 4. Enable or disable this option as needed (toggle)

i

Note:

Applying this option will not allow to reposition the clusters in 3D. Use only with finished garments

(19)

Replacing 3D environments

A selection of different 3D Environments is available. Users may choose between high quality detailed environments and plain, non distracting ones to suit their presentation needs perfectly

Switching 3D environments

u ”Environments ” to switch to a different 3D environment

1. On the 3D window click Effects > Environments > select from the list,or press the environments icon ( ) on the 3D tool bar

2. The selected 3D environment opens

.

Related Topics:

3D environments settings 3D Window

(20)

Switching model poses

Switch avatar poses to try on garments differently. All models have different poses for the simulation: e.g. walking, hands up etc... Selecting different poses enables trying on garments at different body postures or activities. Use for fitting, or select an attractive pose for merchandising

Select a pose for the simulation

u ”Poses ” to switch between poses

1. On the 3D window click Effects > Poses > select a pose from the list. the avatar switches to the selected pose. The garment will be simulated

accordingly

2. Alternatively, on the avatar toolbar select a pose from the poses list

.

Related Topics:

3D environments settings 3D Window

(21)

Stopping the simulation

The simulation may be stopped at any time For example in the following situations:

When the simulation goes on but no significant change is taking place

To check specific issues at any stage of the simulation Stopping the simulation before it's end

Stop the simulation process and render the garment

u ”K” to stop and finalize the simulation at any stage

1. During any stage of the simulation, click inside the 3D window and then press and hold the K button on the keyboard.

2. Keep it pressed until the hourglass appears. The progress bar disappears and the simulation stops and finalizes

3. Alternatively, press the Render button on the simulation progress bar

(22)

3D Navigation options

View the garment or the avatar interactively and zoom in and out

Finding your way in 3D

There are several ways to move around in the 3D environment Use the

mouse,

keyboard

3D window Navigation Bar

Video: 3D basic navigation

i

Note: Due a CHM format issue, the video cannot work with the native Windows

Media format directly. To avoid this problem we used the FLV format. Please associate this file type with a capable player such as VLC or similar.

This will allow playing these videos directly from the help file

.

Related Topics:

Free Navigation in 3D Hide/Show Avatar Quick camera position Custom Camera Position

(23)

3D mouse navigation

Move around in3D with the help of the mouse

Navigating in 3D using the mouse

u To navigate using the mouse

1. Click or drag inside the 3D window. Right or left will rotate the avatar.

2. Click or drag up to zoom in. Click or drag down to zoom out. (Zoom in and out by using the mouse wheel as well)

3. To move up or down right-click or right-drag

i Note: click or drag away from the center of the window to move faster. Click or

drag close to the center for a slower movement

Video: 3D basic navigation

i Note: Due a CHM format issue, the video cannot work with the native Windows

Media format directly. To avoid this problem we used the FLV format. Please associate this file type with a capable player such as VLC or similar.

This will allow playing these videos directly from the help file

.

Related Topics:

3D Navigation

(24)

3D Navigation Bar

The easiest way to find your way in 3D is using the 3D navigation bar. Recommended for novice users

Navigate in 3D using the navigation bar

u To navigate using the 3D window Navigation bar

1. Use the Rotate icons to rotate right or left. 2. Use the Up-Down icons to move up or down. 3. Use the Zoom icons to zoom in or out.

4. Use the Reset icon to reset to central position and zoom.

i Note: To show or hide the navigation bar: 3D window > View > Toolbars >

3D navigation

(25)

3D keyboard navigation

3D navigation is also possible with keyboard control

Navigate in 3D using the keyboard

u To navigate using the keyboard

1. Make sure the focus is on the 3D window by clicking inside it with the mouse. 2. Use the right and left arrows to rotate right or left

3. Use the up and down arrows to zoom in or out.

4. Use Ctrl + up arrow and Ctrl + down arrow to move up or down.

(26)

Free Navigation in 3D

The normal 3D navigation in VStitcher is cylindrical. In this mode, the avatar is always centralized and has limited zoom range. There is an advanced option which can be used in order to free the camera completely and navigate without limits. Use this mode to reach otherwise hard to view areas:

Viewing garment hidden areas

Precise cluster placements in hard to reach areas (for example: cuffs) Render 2D images at special angles

Not recommended for inexperienced users

Navigating freely in 3D

u "b" to enable free 3D navigation

1. While focusing in the 3D window, press "b" on the keyboard, or uncheck

View > Cylindric navigation. Free navigation is enabled

2. Drag with the left mouse button pressed Up or down to zoom in or out 3. Drag with the left mouse button pressed right or left to rotate

horizontally right or left

4. Drag with the right mouse button pressed right or left, up or down to move , left, right, down or up, respectively

5. Drag with both mouse buttons pressed right or left, up or down to rotate freely in all directions

Resuming normal navigation

u Press "Shift+b" on the key board, or check View > Cylindric navigation. Free navigation is disabled and normal centralized navigation is in tact.

i

Note:

In free navigation mode the wheel mouse zoom is disabled

Free navigation view points may be saved as Custom Camera positions to be called back instantly

.

Related Topics:

3D Window Tools and Actions 3D Navigation

(27)

Hide/Show Avatar

Hide the avatar may be hidden in the 3D view

Use to analyze the garment by looking inside the now empty volume

Hiding the avatar

u To Hide / Show Avatar

1. Focus on the 3D window by clicking it

2. Press ’v’ on the keyboard. The avatar is Hidden/Shown 3. Repeat to reverse the action

.

Related Topics:

3D Navigation

(28)

Quick camera position

Switch quickly between predefined 3D viewpoints ,or designate a desired angle. The quick camera positions relate to the 3D model. The start point is facing the

Avatar.

All positions selected will keep the current zoom level.

Selecting quick a camera position

u "Quick Camera Position" to switch quickly to a predefined 3D view position

1. On the 3D toolbar, click the Quick Camera Position (QCP) icon ( ) (Or select Quick Camera Position from the view menu. The QCP dialog box opens.

2. Select any of the predefined positions, by clicking its radio button. The 3D view is updated instantly

3. Alternatively, to apply a specific angle, enter the desired angle in the Fixed

Angle box.

4. Click the Reposition button. The 3D view is updated accordingly 5. Repeat steps 1-4 as needed for other camera positions

.

Related Topics:

Custom Camera Position 3D Navigation

(29)

Custom camera position

Save and load preferred, or garment related 3D viewpoints.

All saved views will keep the original zoom level. Free navigation positions may also be saved.

Custom Camera positions (CCP), may be saved per garment, per application or both.

CCP activities

Saving custom camera positions Editing custom camera positions Applying custom camera positions Sharing custom camera positions

i Note:

CCP is only available with the professional edition of Browzwear V-Viewer can only read CCPs, not create or save new ones

.

Related Topics:

3D Navigation

Quick camera position Free Navigation in 3D

(30)

Saving custom camera positions

Save the current camera position and add it to the list

Recording the current camera position

u "New" to save the current 3D view as a Custom Camera Position (CCP)

1. Place the avatar in the desired 3D position

2. On the Camera position tool bar, click the Camera

Position Settings button ( ) (Or select Custom Camera Position from the

view menu. The CCP dialog box opens

2. Under Camera position press the New button. The camera position fields become active

3. Enter Name and description

(31)

Camera Position Level. Note: At least one must be checked

5. Press the Save button. The new CCP is saved and added to the Camera

Position list

.

Related Topics:

Custom Camera Position Quick camera position 3D Navigation options

(32)

Editing custom camera positions

Edit the information saved with a camera position, or the position itself

Modifying custom camera positions

u "Edit" to modify an existing Custom Camera Position (CCP)

1. On the Camera position toolbar, click the Camera Position Settings button ( ) (Or select Custom Camera Position from the view menu). The

CCP dialog box opens

2. Select a line from the Camera position List

3. Under Camera position press the Edit button. The camera position fields become active.

4. Modify the settings as needed and Press the Save button

.

Related Topics:

Custom Camera Position Quick camera position 3D Navigation options

(33)

Applying custom camera positions

Switch to a saved camera position

Switch back to a recorded camera position

u to apply a Custom Camera Position (CCP)

1. On the Camera position toolbar, select a position from the drop-down list

2. The 3D view is updated accordingly

3. Alternatively, on the Camera position toolbar, click the Camera Position

Settings button ( ) (Or select Custom Camera Position from the view menu). The CCP dialog box opens

4. Select a line from the Camera position List

5. At the bottom of the CCP dialog box press the Goto button. The 3D view is updated immediately

.

Related Topics:

Custom Camera Position Quick camera position 3D Navigation options

(34)

Sharing custom camera positions

Custom camera positions may be shared by saving garment related CCPs and sending them included in VSPs

Sending or receiving camera positions to/from colleagues

u to share Custom Camera Positions (CCP)

1. Save the desired CCPs and make sure to relate them to Garment by checking the box under Camera Position Level.

2. Pack the garment normally and send it. The garment related CCPs are included automatically.

3. When unpacking the VSP, the garment related CCPs are available in the list.

i Note: To be able to use the received garment related CCPs in other garments,

edit them and check Application under Camera Position Level

The receiver must have the professional version of VStitcher in order to use CCP.

.

Related Topics:

Custom Camera Position Quick camera position 3D Navigation options

(35)

3D Notes

Improve communication by attaching 3D notes to a garment or an avatar. Browse 3D notes, the notes are viewed in 360 degrees.

Append additional comments to an existing note 3D Notes are saved & loaded with the garment file

3D notes activities

Adding a new note

Modifying an existing note Removing a note

Focusing on a note Browsing notes

Hiding/Showing Notes

i Note:

3D Notes are only available with the professional or enterprise editions of Browzwear

VViewer users may also read and add 3D notes Only Western European text is supported

Currently, notes cannot be used on custom made avatars

.

Related Topics:

3D Window

3D Navigation options

(36)

Adding a new note

Attach a 3D note to the avatar or garment

Placing new notes

u "New" to add a note

1. Open a garment

2. On the 3D Window select Tools > Notes Editor. The Notes Editor dialog box opens

3. Alternatively, on the Notes Navigation tool bar, press the Edit ( ) button 4. On the Notes Editor press the New button. The Comments & Author fields

become available

5. Press the Control Key and click the avatar or the simulated garment. A new 3D note appears pointing at the clicked spot and a new line appears under

Notes

6. Populate the Comments field and the Author field (optional) and press the

save button. The note is saved

i

Note:

The type of the note is either Avatar or Garment, based on it's target. This is listed under Type

Garment related notes will only be available when the garment is simulated

Avatar related notes for a garment will only be available when an avatar of the original type (indicated in the list) is loaded

Save the garment to keep all new notes

(37)

Modifying an existing note

Add comments or modify a note

Editing 3D Notes

u "Edit" to modify notes

1. Open the relevant garment

2. On the 3D Window select Tools > Notes Editor. The Notes Editor dialog box opens with the current note selected

3. Alternatively, on the Notes Navigation tool bar, press the Edit ( ) button 4. On the Notes Editor, press the Edit button. The comments field becomes

available

5. Modify or add to the text and press the save button. The note is updated and saved

i

Note: Save the garment to keep all changes

(38)

Removing a note

Delete a note from the list

Deleting 3D notes

u "Delete" to remove a note

1. Open the relevant garment

2. On the 3D Window select Tools > Notes Editor. The Notes Editor dialog box opens with the current note selected

3. On the Notes Editor Press the Delete button

4. Confirm the action and the selected note is removed

5. Alternatively, on the Notes Navigation tool bar, press the Delete ( )button

i

Note: Save the garment to keep all changes

(39)

Focusing on a note

Focusing in 3D on a specific note from the notes list

Viewing a note in 3D

u "View" to view a note in 3D

1. Open the relevant garment

2. On the 3D Window select Tools > Notes Editor. The Notes Editor dialog box opens

3. Alternatively, on the Notes navigation tool bar, press the Edit ( ) button 4. On the Notes Editor double click the relevant line from the Notes list or

press the View button. The camera switches to the original position and the note is displayed

i

Note: To view garment related notes, the garment must be simulated

.

Related Topics:

Browsing notes 3D Notes

(40)

Browsing notes

Jump or fly from one note to the next in 3D

Viewing notes one by one in 3D

u "Next/Previous" to view the next or previous note in 3D

1. Open the relevant garment

2. On the Notes Navigation tool bar, press the Next ( ) or previous ( ) button. The tool bar displays the note ID, The camera switches to the original position and the note is displayed

3. Providing the notes editor is open, the current note also becomes selected in the editor.

i

Note:

To set the browsing movement type select Fly to Note or Jump to Note at the bottom left of the notes editor

To view garment related notes, the garment must be simulated

(41)

Hiding/Showing notes

Hide all notes, show them all, or show them one at a time

Selecting notes display options

u "Show" to Show or hide notes in 3D

1. Open the relevant garment

2. On the Notes Navigation tool bar, select an option from the Show drop down list. the 3D view is updated accordingly:

a. All: all notes are displayed b. None: all notes are hidden

c. One: Notes are shown one at a time

i

Note: To view garment related notes, the garment must be simulated

.

Related Topics:

Browsing notes 3D Notes

(42)

2D zooming, panning and moving individual shapes

Zoom in and out on the 2D desk, pan the desk and move shapes on it

Zooming, panning and moving activities

The mouse wheel

The tool bar

The keyboard.

Pan the 2D desk.

Move individual shapes on the desk

.

Related Topics:

2D Constrain movement and nudge options Interface basics and working conventions

(43)

Zooming with the mouse

Zoom using the mouse wheel

Rolling the mouse wheel to zoom

u To zoom in/out using the mouse wheel

1. Make sure the focus is on the 2D desk. (click it if necessary)

2. Roll the mouse wheel. The Zooming in\out (depending on the roll direction) of the 2D desk takes place

i

Note: To set the mouse wheel zoom direction for 2D, see Software settings

(44)

Zooming with the tool bar

The main tool bar has 4 different zooming buttons

Tool bar zooming buttons

u To zoom using the Tool Bar

1. On the Tool Bar, select one of the 4 zoom icons.

2. Press repeatedly as much as needed to zoom in or out. The zoom level changes interactively.

3. Press the button and drag a rectangle around the desired area. The new zoom level is adjusted to the selected area.

4. Press the button once. The zoom level is adjusted to include all shapes on the desk.

(45)

Zooming with the keyboard

Zooming is also possible using the keyboard

Keyboard zooming options

u To zoom using the keyboard

1. Zoom in or out: On the keyboard press repeatedly as much as needed the > or < keys. The zoom level changes interactively.

2. Zoom to selected area: Press the Z key to activate the rectangle zoom tool. Drag a rectangle around the desired area. The new zoom level is adjusted to the selected area.

3. Zoom All: Press the J key. The zoom level is adjusted to include all shapes on the desk (Note: This may react differently on localized keyboards)

(46)

Panning the 2D desk

Shift the 2D desk up, down or sideways, in the current zoom level

"Moving" the whole desk

u To pan the 2D desk

Hold the Shift button pressed while dragging with the mouse. The cursor changes shape to and the whole 2D desk is shifted based on the mouse movement

(47)

Moving shapes on the desk

Move a shape or a selection of shapes on the desk

Positioning shapes in 2D

u To move individual shapes on the desk

1. On the tool bar click the Move icon or press M on the keyboard 2. Click a shape and drag it to the desired position on the desk

3. Use the multi selection rectangle to select more than one shape and drag one of the selected shapes to move the whole group

i

Note: For outfits only, entire garment's shapes can be dragged together. See:

Basic outfit adjustments

(48)

2D Constrain movement and nudge options

Constrain elements movement on the X or Y axes Nudge elements at a predefined increment

Use to move shapes, free lines or the clusters balance point

Constrain and nudge activities

Constrain and nudge settings Moving shapes with constraint

Moving cluster balance points with constraint Nudging shapes

Nudging cluster balance points

.

Related Topics:

Ortho mode for the drawing functions Interface basics and working conventions

(49)

Constrain and nudge settings

Set the constrain axis and nudge increment

u "Constrain Settings…" to enable constrained movement and set the nudge increment

1. On the menu bar select Tools > Constrain Settings… the Constrain dialog box opens.

2. From the Constrain Type drop down list select X or Y.

3. In the Nudge Value field enter the desired increment Examples: 0.1, 0.5 or 1 4. Click the OK button. The Constrain and the Nudge functionalities are activated

(50)

Moving shapes with constraint

Move a shape or a selection of shapes with restriction to the defined axis

Constraining movement of shapes

u ”Move” to move shapes with constraint

1. On the tool bar click the Move icon or press M on the keyboard

2. Press and hold the Space Bar key. Click a shape and drag it. The movement is constrained based on the Constrain settings.

3. Use the multi selection rectangle to select more than one shape and drag one of the selected shapes to move the whole group.

(51)

Nudging shapes

Move shapes gently and accurately by nudging them using the keyboard

Nudging shapes at predefined increments

u ”Move” to nudge shapes at a predefined increment

1. On the tool bar click the Move icon or press M on the keyboard. 2. Click a shape. The shape changes color to red.

3. Use the keyboard arrows to nudge the shape up, down, left or right. The nudge increment value is set in the Constrain settings dialog box and may be

changed whenever needed.

4. Use the multi selection rectangle to nudge more than one shape at a time.

(52)

Nudging cluster balance points

Move balance points gently and accurately by nudging them using the keyboard

Moving clusters 3D position points accurately

u ”Position 3D” to nudge the cluster’s balance point

1. In Fitting center, select Cluster > Position 3D 2. Click inside the cluster’s bounding box, or its title

3. Use the keyboard arrows to nudge the balance point up, down, left or right. The balance point moves accordingly. The nudge increment value is set in the

Constrain settings and may be changed whenever needed

4. For a real-time update of the clusters position in 3D, place the garment in the

3D window, in the position before simulation.

.

Related Topics:

Smooth 3D <> 2D interaction

(53)

Moving cluster balance points with constraint

Move a balance point with restriction to the defined axis

Constraining 3D position points movement

u ”Position 3D” to move the cluster’s balance point with constraint:

1. In Fitting center, select Cluster > Position 3D.

2. Press and hold the Space Bar key. Click and drag the balance point. The movement is constrained based on the Constrain settings.

3. For a real-time update of the clusters position in 3D, place the garment in the

3D window, in the position before simulation.

.

Related Topics:

Smooth 3D <> 2D interaction

(54)

Working conventions

How to apply functions and elements selection options

Working conventions topics

Activating functions Selecting elements

(55)

Activating functions

The process of activating a function, usually consists of the following procedure:

Function > Selection > Value

Applying functions

u To activate a function

1. Function: select the desired function (Example: Fitting center > Shapes>

Rotate) often, a dialog box opens

2. Selection: Select the element(s) for which the function will be activated. (Example: Shapes, Lines etc...)

3. Value: now that the selection has been made, the value for the function (if applicable) should be inserted. (Example: rotation angle, grid value etc…) Often, an interactive action is available together with, or instead of the numeric input

Exiting functions

u To exit a function

Press the Esc button or click the Clear button( ) on the tool bar. Any open dialog box closes and the function is deactivated

(56)

Selecting elements

Selected elements may be Shapes, lines (edges), points or panel texture icons

Selecting different elements in Browzwear applications

Selecting shapes

u To select a shape

1. Click inside a shape’s boundaries. The shape changes color to red 2. To select more than one shape

a. Select the shapes in succession. Each shape is added to the selection

b. Drag a rectangle around several shapes (all shapes have to be fully inside the rectangle, to be selected)

u Adding/Removing shapes to/from an existing selection

Click inside a shape to add/remove it from the existing selection

Selecting lines (edges) u To select a line

1. Click a line. The line changes color to red 2. To select more than one Line

a. Select the lines in succession. Each clicked line is added to the selection b. Drag a rectangle around several lines (all lines have to be fully inside the

rectangle, to be selected)

u Adding/Removing lines to/from an existing selection.

Click a line to add/remove it from the existing selection

Cancelling a selection

u To cancel a selection: Click a clear area of the 2D desk. The selection is canceled

(57)

Getting started

How to get started creating garments in VStitcher

Basic VStitcher actions

General flow: creating a Virtual Garment Garment creation first steps

Importing pattern files Merging pattern files Garment Map

Viewing a simulated garment Tutorial: basic garment creation

(58)

General flow: creating a Virtual Garment

Here are the steps to creating a virtual garment from scratch. Each of the steps is linked to the relevant help topic

A Step by step guide

u Cad to 3D simulation, step by step

1. Import Cad files

2. Fill Garment Map

3. Arrange shapes: a. Rotate

b. Flip

c. Mirror

4. Define Clusters

5. Arrange edges for stitching: a. Corners

b. Allowance

6. Stitch shapes

7. Assign fabric to shapes

8. Assign Edge texture to edges

9. Finalize Clusters, 2D and 3D before simulation

10. Simulate

.

Related Topics:

Tutorial: basic garment creation

Interface basics and working conventions Working with V-Stitcher- the Activity Centers Additional Activities in V-Stitcher

(59)

Garment creation first steps

The very first steps of the garment creation include getting the pattern into VStitcher and filling the garment map

Preliminary steps of creating a garment

Importing pattern files Merging pattern files Filling the Garment Map

(60)

Importing pattern files

Pattern files have to be converted to the universal DXF AAMA format beforehand. The import operation recognizes instructions embedded in a pattern file, such as mirror lines and quantities. It also activates shapes symmetry automatically

The import DXF process: steps and options

Symmetry and quantity

Mirror Lines - shapes are imported as half and are completed to the full

shape automatically

Quantity - shapes are imported as single shapes and are copied and mirrored

automatically

Note: If symmetry information is not defined in the original CAD system and the

shapes are imported as half or single, symmetry can be applied manually

Importing a DXF file

u ”Import” to import DXF into V-Stitcher

1. On the menu bar, select File > Import > DXF exchange. The Import DXF dialog box opens

Automatic Removal of Corner Points

This function reduces the number of corner points, based on user-defined angles. The default is enabled (checked). In most cases, it will hide superfluous corner points. The average result will be shapes with corner points only where needed

u To auto remove -corner points

1. On the Import Dxf dialog box select the Automatic Corner Point Removal checkbox.

2. In the Angle Range box, insert a value. The recommended range is 5-10 degrees

Importing inner points and lines

Enable/disable the inclusion of internal elements with the shapes.

(61)

or delay the pattern from loading

u To enable/disable the import of internal elements with the pattern

shapes.

1. On the Import Dxf dialog box check/uncheck the Import Inner points checkbox

2. The pattern will be imported accordingly

Automatic edge smoothing

Apply automatic smoothing on all shapes outlines.

The default is off. Enable when pattern outlines are jammed with too many points which prevent or delay the pattern from loading, or when point reduction is

needed.

u To enable/disable Automatic edge smoothing

1. On the Import Dxf dialog box check/uncheck the Automatic edge smooth check box

2. The pattern will be imported accordingly

OK and continue

After setting all the above options, continue with the import process 1. Click OK. The Import Settings dialog box appears

Setting the true scale

Check the scale with the help of the horizontal and vertical rulers. If needed, use the appropriate size factor multiplication, to reach the true scale

Setting predefined rotation

Apply a rotation angle to all imported shapes if needed

u ”Default shape rotation” to set automatic shape rotation

(62)

Default Shape Rotation box

2. Click OK. The pattern pieces are stacked on the Desktop

Separating the stacked shapes on the desk

Usually all shapes are stacked together at this stage. Spread them to see all shapes clearly

In Fitting center > Shapes > select Spread all shapes. The shapes are spread on the desktop

.

Related Topics:

Tutorial: Importing pattern files Exporting DXF Files

(63)

Merging pattern files

A DXF file can be merged with an existing garment. Use this procedure to:

Add shapes from a different file to the current garment

Simulate more than a single garment together, e.g. shirt tucked in pants

The existing garment may be at any stage: newly imported pattern, or a complete sewn garment.

Adding a DXF to an existing garment

u ”Merge” to import an additional DXF

1. On the menu bar, select File > Merge > DXF exchange. The Import DXF dialog box opens

2. Follow the procedure in a similar way to the initial import

3. The pattern pieces are added to the garment using the same scale

i Note: The merged DXF must have the same sizes and scale as the

existing one!

(64)

Garment Map

The Garment Map (Gmap) is the garment identity card. It consists of data defining the garment with respect to the company’s specifications. It also provides unique information about garments, for example, basic garment type, Garment layer,

database ID and more. The Garment Map is tightly linked to the database and derives most of its principal settings from it

Garment map activities

Filling the GMap

Choosing company for new garments Layers in the GMap

Applying the Thong property for a garment Removing the avatar head cover

Ignore sizing mechanism

(65)

Filling the Garment Map

Once the pattern pieces are imported, the next step is to fill in the Garment Map

Garment map options

u To fill in the Garment map

1. On the main Tool Bar click the G map button. The Garment Map dialog box opens

2. Select the appropriate entries from the drop down menus starting from the top left to the bottom right:

a. Company (Select a company other than your own if needed)

b. Store Size Type: select Ignore sizing mechanism to disregard the sizes altogether

i. Alternatively make sure it corresponds with the existing sizes of the pattern. See Managing Sizes

c. Garment layer

d. Garment type (The available options are dependent on the garment layer selection)

e. Gender (Has also to correspond with the store size type)

f. Age Range g. Season h. Style

i. Display Name (mandatory) j. Store Garment ID (optional)

k. Leave Force Redress to True (recommended).

i. True will force new simulation, in a situation where a garment which belongs to an outer layer than the current garment is already dressed. The result will be a new simulation of the outer layer after the current

(66)

ii. False will leave the old simulation in tact. See Layers in the Garment Map

3. For Thong garment types, check the Thong check box. See Applying the Thong property for a garment

4. To disregard the sizing mechanism, check the Ignore sizing mechanism

checkbox

i

Note:

The Garment ID field displays the unique number automatically generated. This number cannot be changed

The Garment Info tab can be used to type in any information desired The Miscellaneous tab displays paths to source files

.

Related Topics:

Garment Map

Applying the Thong property for a garment Ignore sizing mechanism

(67)

Choosing company for new garments

when creating a new garment, the company list in the Gmap contains all companies available in the Database, is open. Any company may be selected.

This allows factories to work with a brand database rather than their own, if needed

The available companies in the database are such that were either unpacked via a VSP, or imported directly

The selected company database will be used for all the relevant criteria such as fabrics, wires & Gmap elements

When choosing a different company than the native one, the Gmap database related criteria will be reset

When adding a new fabric, the fabric will be taken out of the database of the company selected in the Gmap

If needed, the garment can be associated with the native company again after ”Save As”

In such a case, the Gmap database related criteria will be reset again

Selecting a company in the Gmap

u "Company" to select another company for a new garment

1. On the main Tool Bar click the G map button. The Garment Map dialog box opens

2. On the Attributes tab select a company in the Company drop down list. The selected company data becomes the source for all Gmap, fabrics & wires data. 3. Following the choice, the list becomes locked.

4. To reassociate the garment with the native company, "Save as". The native company may be selected at this stage. (The Gmap database related criteria will be reset)

(68)

Layers in the GMap

Layers are managed in 3D based on their definition in the garment map.

The garment layer defines the garment’s order in the dressing procedure, as well as the garment’s initial position on the body

Defining the garment layer

u To determine the garment layer

1. On the main tool bar, press G Map

2. The Garment Map dialog box opens with the Attributes tab selected

3. View or select the appropriate layer from the Garment Layer drop down menu Garment Layer Table Layer Level Garment Layer 1 Panties Bodywear Bra 2 Petticoat / Hosiery 3 Pants / Skirt Overall / Dress Shirt 4 Pullover 5 Jacket / Coat 6 Hat

(69)

Layer Management Rules

A layer with a higher Level number will be dressed over a layer with a lower ID, for example:

Underwear is the lowest layer Hat is the top layer

A shirt is dressed over a bra and over bodywear A pullover is dressed over a bra or bodywear A jacket is dressed over a pullover

A jacket is dressed over a shirt or dress A jacket is dressed over a bra or body wear A hat may be dressed over any other layer

Dressing layers of the same level

Overall items replace any item with the same level and vice versa. For example: Body wear replaces bra and panties

Dress replaces pants/skirt and shirt

Deactivating layer management

Layer management can be deactivated.

To deactivate layer management, see: Applying layer management

.

Related Topics:

3D view settings Garment Map

(70)

Applying the Thong property for a garment

Normally, the avatar has an invisible cover around the pelvis area that prevents outer garments to go between the buttocks too much. The Thong property allows the removal of this cover if needed.

Apply The Thong property mostly for thong type panties or other tight garments as needed. This will allow those garments to go deeper between the buttocks.

Enable/Disable the Thong property for a garment

u ”Thong” to adapt the avatar for thong type panties, or other relevant garments

1. On the main Tool Bar press the G map button. The Garment Map dialog box opens

2. Check the Thong check box. The avatar pelvis cover is removed for this garment. The result will take effect on the simulated garment

i Note:

This option is available for the following avatars: Deborah, Tina, Sara, Adam and David

(71)

Removing the avatar head cover

The avatar head cover is used to avoid garments getting stuck to the head & especially to the ears. This is usually a necessity when dealing with hoods. When it comes to caps, the cover keeps the cap a little away from the head.

To avoid this, an option was added to the Gmap to allow removing the cover, per garment, when needed. Use it whenever appropriate

Removing the avatar head cover per garment

u ”Hat” to remove the avatar head cover for a specific garment

1. On the main Tool Bar click the G map button. The Garment Map dialog box opens

2. On the Attributes tab Check/Uncheck the Hat check box. The avatar head cover is removed/retained as needed

(72)

Ignoring the sizing mechanism

An option in the Gmap allows disregarding the sizing mechanism altogether. Use when:

You don't want to bother with sizes

You don’t have the right size chart in the database but you are sure that the garment should be right for the current model.

To try on a larger/smaller size which is out of the size tolerance range.

Disregarding sizes

u ”Ignore sizing mechanism” to be able to simulate a garment regardless of the sizes

1. On the main tool bar press the Gmap button. The Garment Map dialog box opens

2. Check the Ignore sizing mechanism check box. The sizing mechanism is ignored

.

Related Topics:

Garment Map

(73)

Enabling/Disabling cache per garment

Saving the simulation cache is enabled by default for any garment.

it is possible however to disable cache per garment using an option in the Garment Map

Setting cache use per garment

u "Enable Cache" to allow saving cached simulation

1. On the main tool tar press the Gmap button. The Garment Map dialog box opens

2. Select the Miscellaneous tab

3. Check/uncheck the Enable Cache check box. The setting is applied to the garment

i Note:

A garment with the cache disabled in this way will never save the simulation cache

A garment with the cache enabled in this way will save the simulation cache with the garment file

.

Related Topics:

Garment Map

(74)

Activity Centers

In a center, its submenus and functions appear at the top of the command bar. The functions order in the different centers is based on the normal workflow.

The activity centers

Fitting Seam Fabric Attachments Texture 3D Tools

.

Related Topics: Getting started

Interface basics and working conventions Additional Activities

(75)

Fitting Center menus

Use the Fitting center submenus and functions to deal with the pattern shapes, sizes, 3D clusters, Fold lines, Pleats, Wires and more

Fitting center activities

Shapes Symmetry Clusters Grading Ruler Managing Sizes Folds Wires Pleats Pressed Crease Shrink Lines CAD Plugin Free lines Drawing

Neckline Stretch test Smocking

(76)

Shapes functions

Shapes are the different pattern pieces that make up a garment.

Use the shapes functions to perform operations on pattern shapes, and to create new shapes

Shapes activities

Creating shapes Copying shapes Deleting Shapes Flipping Shapes Rotating Shapes Hiding/Showing Shapes Defining Grid sizes

Cutting Shapes Resizing Shapes Spreading Shapes Rotating the grain line Resetting Grain line Switching to sew lines Merging shapes

Smoothing

Shape Properties

(77)

Creating shapes

New shapes may be created in VStitcher

Creating a free rectangular Shape

Create a rectangle interactively by dragging the mouse

u ”Create” to create a new shape

1. In Fitting center, click Shapes > Create

2. Drag the mouse over the 2D desk to create a rectangular shape. A new shape is created

Creating a shape parametrically

Create a rectangular shape based on accurate input dimensions

u ”Create Parametric” to create a precise shape

1. In Fitting center, click Shapes > Create Parametric. The Create

Parametric dialog box opens

2. Input the width and height of the shape 3. Press OK. A new shape is created

Creating a Circle

Create circular shapes based on input radius

u ”Create Circle” to create a circle:

1. In Fitting center select Shapes > Create Circle. The Create Circle dialog box opens

2. In the Radius field, enter the desired radius and click OK. A circle is created.

.

Related Topics:

Drawing Shapes

(78)

Duplicating Shapes

Duplicate a shape, or a selection of shapes

Creating duplicates of shapes

u ”Copy” to duplicate one shape or multiple shapes

1. In Fitting center, click Shapes > Copy. Click the shape to be duplicated. A duplicate of the shape is created next to the original shape

2. To copy more than one shape, click Copy and drag around multiple shapes. Multiple duplicates are created.

.

Related Topics:

Shapes

(79)

Deleting Shapes

Delete shapes from the garment

Removing shapes from the project

u ”Delete” to delete one shape or multiple shapes

1. In Fitting center, select Shapes > Delete and then the shape to be deleted. A warning message appears

2. Confirm the action. The shape is deleted

3. To delete many shapes at once, click Delete and drag around the shapes to be deleted

i Note:

Deleting parent shapes will result in automatic deletion of its symmetric

children as well as any shapes attached

.

Related Topics:

Shapes

(80)

Flipping Shapes

Flip shapes in respect to their position on the 2D desk. Flip single or multiple shapes on the X or Y-axis

Flipping shapes on an axis

u ”Flip X” (Flip Y) to flip one shape or multiple shapes

1. In Fitting center, select Shapes > Flip X (Flip Y) and click the shape. The shape is flipped

2. To flip many shapes at once, click Flip X (Flip Y) and drag around multiple shapes

(81)

Rotating Shapes

Rotate shapes by entering the numerical angle of the rotation or freely and interactively with the mouse

Rotating shapes options

u ”Rotate” to rotate a shape

1. In Fitting center, select Shapes > Rotate. The cursor changes to and the

Rotate dialog box opens.

2. Click a shape, or select several shapes. The shape(s) is (are) selected and

change(s) color to red. The rotation value of all shapes is displayed on the desk 3. Drag up or down. The shape is freely rotated. The rotation angle indication is

updated interactively on the desk

i

Note:

Use the up and down arrows to rotate by one degree at a time A precise rotation value may be entered in the box if needed

Symmetric dependent shapes are rotated automatically with respect to the symmetry axis

(82)

Hiding/Showing Shapes

Hide or show shapes (in toggle mode) that are needed/unneeded for the 3D simulation.

This function displays a list of all the shapes of a garment

Exclude or include pattern shapes for the virtual garment

u ”Hide/Show” to hide/show a shape

1. In Fitting center, click Shapes > Hide/Show Shapes. The Shapes dialog box opens

2. In the dialog box, select the shape you want to hide/show. The shape is hidden/shown on the 2D desk

i

Note: Shapes have to be out of clusters and without stitches to be hidden

(83)

Defining Grid size

Use different grid sizes to view more, or less details of a garment, for example, fabric draping details.

The grid, aligned with the shape's grain line, is measured in centimeters.

In a way, the grid is like the resolution of the simulation, the smaller the grid, the more details are shown. The minimum grid size is 0.2 cm.

Note that the simulation takes longer with smaller grid.

Assigning grid values to shapes

u ”Grid” to define the grid size

1. In Fitting center, select Shapes > Grid. The Grid dialog box opens

2. Select one or more shapes

3. Enter the Horizontal and/or Vertical value of the grid 4. keeping both fields linked:

a. If Link is checked, entering only one field will automatically equalize the other one

b. In special cases, when the Horizontal and Vertical values are not even, uncheck Link

5. Press the Apply button. The grid is visible during the dressing of the garment, just before simulation, depending on the display option selected.

i

Note:

To view the grid of a simulated garment, use the tension map

In almost all cases grid Length and width are identical

For small shapes, make sure the grid size is not larger than the shape!

(84)

Cutting Shapes

Create 2 new shapes by cutting one shape with another shape’s curves

Slash one shape with another

u ”Cut Shapes” to cut a shape

1. Position the shapes so the Cutting shape will cross the shape to be cut 2. In Fitting center, select Shapes > Cut Shapes

3. Click the cutting shape, which will remain in its original state

4. Now click the shape to be cut. The shape is cut according to the outlines of the first shape

Before After

i Note: the original shape that was cut is automatically hidden and may be

retrieved from the Hide/Show list

.

Related Topics:

Shapes

Cutting shapes with free lines Slashing in 3D

(85)

Resizing Shapes

Resize a shape numerically. Aspect ratio may be maintained. Use also to check the current shape's dimensions

Changing or viewing the size of a shape

u ”ReSize” to change the size of a shape

1. In Fitting center, select Shapes > ReSize and click the shape you want to resize. The ReSize dialog box opens with the selected shape number in the

Shape field

2. Constrain proportions:

a. If you want to keep the shape's aspect ratio while changing only one dimension, keep Constrain proportions as True

b. In order to change Width and Height independently, change Constrain

proportions to False

3. Insert the required new dimensions

4. In the All Sizes drop-down menu, select True or False to determine whether the resizing will affect only the current size or all sizes

5. Click OK. The shape is resized

i Note: Shape width/Height is the bounding box’s X/Y dimensions with respect to

the shapes original orientation

(86)

Spreading Shapes

Spreads all shapes on the 2D desk

Scatter all shapes across the work area

u ”Spread All Shapes” to spread shapes

1. In Fitting center, select Shapes > Spread All Shapes

2. Alternatively, use the shortcut ALT + S. The shapes are spread on the 2D desk in three rows

i

Note: This function is normally only applied after importing the pattern shapes

.

Related Topics:

Moving shapes on the desk Shapes

(87)

Rotating the grain line

Grain line orientation for shapes may be changed as needed directly in V-Stitcher

Modify the orientation of the grain line for a shape

u ”Rotate Grain Line” to rotate the grain line of a shape

1. In Fitting center, select Shapes > Rotate Grain Line 2. Click a shape. The Rotate Grain Line dialog box opens

3. Select from the available options or Arbitrary to manually type a value in degrees, or rotate the circular gauge to the desired angle.

4. Click OK. The grain line is rotated and the shape is rotated accordingly

i

Note:

Following the grain line rotation, rotate the shape as needed To show/Hide the grain line see: Show toolbar buttons

(88)

Resetting Grain line

Reset the grain line of a shape to the X axis

Aligning the grain line with the X axis

u ”Reset Grain Line” to reset the grain line of a shape

1. Rotate a shape to the desired angle

2. In Fitting center, select Shapes > Reset Grain Line

3. Click a shape. The grain line of the shape is reset to the X axis

Shape with biased grain line rotated parallel to the X axis

(89)

The grain line is reset

i

Note: Following the grain line resetting, rotate the shape as needed

References

Related documents