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
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
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
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Related Topics: Getting started Activity Centers Additional Activities Simulation guidelinesWork 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 leftpane 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 neededUsing 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
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.
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Related Topics:Show tool bar buttons
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.
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Related Topics:Variable background grid
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
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
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Related Topics:Texture activities for Face and Back images Interface basics and working conventions Show tool bar
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
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Related Topics:3D Window Tools and Actions
Interface basics and working conventions 3D Navigation options
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
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
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Related Topics:Keeping the 3D window always on top using 3D settings 3D Window
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
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Related Topics:Managing Avatars
Loading the Garment related Avatar
Automatic loading of the Garment related Avatar 3D Window
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
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Related Topics:Automatic loading of the Garment related Avatar 3D view settings
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
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Related Topics:Simulating immediately 3D Window
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
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
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Related Topics:3D environments settings 3D Window
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
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Related Topics:3D environments settings 3D Window
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
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 WindowsMedia 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
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
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 navigation3D 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.
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
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Related Topics:3D Window Tools and Actions 3D Navigation
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
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Related Topics:3D Navigation
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
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Related Topics:Custom Camera Position 3D Navigation
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
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Related Topics:3D Navigation
Quick camera position Free Navigation in 3D
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
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
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Related Topics:Custom Camera Position Quick camera position 3D Navigation options
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
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Related Topics:Custom Camera Position Quick camera position 3D Navigation options
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
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Related Topics:Custom Camera Position Quick camera position 3D Navigation options
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 LevelThe receiver must have the professional version of VStitcher in order to use CCP.
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Related Topics:Custom Camera Position Quick camera position 3D Navigation options
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
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Related Topics:3D Window
3D Navigation options
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
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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
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
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Note: Save the garment to keep all changesRemoving 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
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Note: Save the garment to keep all changesFocusing 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
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Note: To view garment related notes, the garment must be simulated.
Related Topics:Browsing notes 3D Notes
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
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
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Note: To view garment related notes, the garment must be simulated.
Related Topics:Browsing notes 3D Notes
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
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Related Topics:2D Constrain movement and nudge options Interface basics and working conventions
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 settingsZooming 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.
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)
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
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
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Note: For outfits only, entire garment's shapes can be dragged together. See:Basic outfit adjustments
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
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Related Topics:Ortho mode for the drawing functions Interface basics and working conventions
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
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.
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.
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.
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Related Topics:Smooth 3D <> 2D interaction
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.
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Related Topics:Smooth 3D <> 2D interaction
Working conventions
How to apply functions and elements selection options
Working conventions topics
Activating functions Selecting elements
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
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
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
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
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Related Topics:Tutorial: basic garment creation
Interface basics and working conventions Working with V-Stitcher- the Activity Centers Additional Activities in V-Stitcher
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
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.
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
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
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Related Topics:Tutorial: Importing pattern files Exporting DXF Files
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!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
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
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
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Related Topics:Garment Map
Applying the Thong property for a garment Ignore sizing mechanism
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)
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
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
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Related Topics:3D view settings Garment Map
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
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
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
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Related Topics:Garment Map
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
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Related Topics:Garment Map
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
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Related Topics: Getting startedInterface basics and working conventions Additional Activities
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
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 sizesCutting Shapes Resizing Shapes Spreading Shapes Rotating the grain line Resetting Grain line Switching to sew lines Merging shapes
Smoothing
Shape Properties
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.
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Related Topics:Drawing Shapes
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.
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Related Topics:Shapes
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
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Related Topics:Shapes
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
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
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 hiddenDefining 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!
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
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Related Topics:Shapes
Cutting shapes with free lines Slashing in 3D
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
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
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
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
The grain line is reset