help for v stitsher program program for design garment...
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
. Related Topics: Getting started Activity Centers Additional Activities Simulation guidelines
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
The work area also has a top Menu Bar, a main Toolbar and a Show toolbar.
. Related Topics: Interface basics and working conventions
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
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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
. Related Topics: Interface basics and working conventions
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 Interface basics and working conventions
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 Interface basics and working conventions
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
. Related Topics: Interface basics and working conventions
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 Show tool bar buttons
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
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
. Related Topics: 3D Window
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)
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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
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
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
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 1. 2. 3. 4.
u "Dress" To view a simulated garment On the menu bar, select File >Open. Select a garment. The garment is opened in the application Open the 3D window Load an avatar 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
7. The garment is simulated on the avatar
. 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
. Related Topics: 3D Window
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 3D tool bar
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 3D toolbar
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
. Related Topics: Simulation guidelines
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 Interface basics and working conventions
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 Free Navigation in 3D
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 3. Use the Zoom icons 4. Use the Reset icon
to move up or down. to zoom in or out.
to reset to central position and zoom.
i Note: To show or hide the navigation bar: 3D window > View > Toolbars > 3D navigation
. Related Topics: 3D Navigation
3D keyboard navigation 3D navigation is also possible with keyboard control
Navigate in 3D using the keyboard 1. 2. 3. 4.
u To navigate using the keyboard Make sure the focus is on the 3D window by clicking inside it with the mouse. Use the right and left arrows to rotate right or left Use the up and down arrows to zoom in or out. Use Ctrl + up arrow and Ctrl + down arrow to move up or down.
. Related Topics: 3D Navigation
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
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 Hiding the Avatar for 3D cluster adjustments
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
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
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 4. To relate this CCP to Garment, Application or both, check the boxes under
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
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
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
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
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 Interface basics and working conventions
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
. Related Topics: 3D 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
i Note: Save the garment to keep all changes
. Related Topics: 3D Notes
Removing a note Delete a note from the list
Deleting 3D notes 1. 2. 3. 4.
u "Delete" to remove a note Open the relevant garment On the 3D Window select Tools > Notes Editor. The Notes Editor dialog box opens with the current note selected On the Notes Editor Press the Delete button Confirm the action and the selected note is removed
5. Alternatively, on the Notes Navigation tool bar, press the Delete (
i Note: Save the garment to keep all changes
. Related Topics: 3D Notes
)button
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
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
. Related Topics: 3D Notes
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
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
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
. Related Topics: 2D zooming, panning and moving individual shapes
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.
. Related Topics: 2D zooming, panning and moving individual shapes
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)
. Related Topics: 2D zooming, panning and moving individual shapes
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 movement
and the whole 2D desk is shifted based on the mouse
. Related Topics: 2D zooming, panning and moving individual shapes
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
. Related Topics: 2D zooming, panning and moving individual shapes
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
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
. Related Topics: 2D Constrain movement and nudge options
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.
. Related Topics: 2D Constrain movement and nudge options
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.
. Related Topics: 2D Constrain movement and nudge options
Nudging cluster balance points Move balance points gently and accurately by nudging them using the keyboard
Moving clusters 3D position points accurately 1. 2. 3.
4.
u ”Position 3D” to nudge the cluster’s balance point In Fitting center, select Cluster > Position 3D Click inside the cluster’s bounding box, or its title 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 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 2D Constrain movement and nudge options
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 2D Constrain movement and nudge options
Working conventions How to apply functions and elements selection options
Working conventions topics Activating functions Selecting elements
. Related Topics: Interface basics and working conventions
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
. Related Topics: Working conventions
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: selection is canceled
Click a clear area of the 2D desk. The
. Related Topics: Working conventions
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
. Related Topics: Interface basics and working conventions
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 1. 2. 3.
4. 5.
6. 7. 8. 9. 10.
u Cad to 3D simulation, step by step Import Cad files Fill Garment Map Arrange shapes: a. Rotate b. Flip c. Mirror Define Clusters Arrange edges for stitching: a. Corners b. Allowance Stitch shapes Assign fabric to shapes Assign Edge texture to edges Finalize Clusters, 2D and 3D before simulation Simulate
. Related Topics: Tutorial: basic garment creation Interface basics and working conventions Working with V-Stitcher- the Activity Centers Additional Activities in V-Stitcher Getting started
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
. Related Topics: Getting started
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. The default is enabled (checked). Disable when the internal lines & points prevent
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 1. In the Import Settings dialog box set the needed angle (example: 90) in the
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 Getting started
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!
. Related Topics: Getting started
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
. Related Topics: Getting started
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 garment has finished simulating.
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
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 1. 2. 3. 4.
u "Company" to select another company for a new garment On the main Tool Bar click the G map button. The Garment Map dialog box opens 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. Following the choice, the list becomes locked. 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)
. Related Topics: Garment Map
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 Garment Level Layer Panties 1 Bodywear Bra Petticoat / 2 Hosiery Pants / Skirt 3 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
. 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
. Related Topics: Garment Map
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
. Related Topics: Garment Map
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 Introduction to sizes
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 Simulation cache basics
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 Simulation
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 Related Topics: Activity Centers
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
. Related Topics: Fitting Center
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
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 Duplicating elements in Drawing mode
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 Deleting elements in Drawing mode
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
. Related Topics: 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 Rotate dialog box opens.
and the
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
. Related Topics: Shapes
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
. Related Topics: Shapes
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!
. Related Topics: Shapes
Cutting Shapes Create 2 new shapes by cutting one shape with another shape’s curves
Slash one shape with another 1. 2. 3. 4.
u ”Cut Shapes” to cut a shape Position the shapes so the Cutting shape will cross the shape to be cut In Fitting center, select Shapes > Cut Shapes Click the cutting shape, which will remain in its original state 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 Extracting a shape
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
. Related Topics: Shapes
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
. Related Topics: Shapes
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
i Note: Following the grain line resetting, rotate the shape as needed
. Related Topics: Shapes
Switching to sew lines Switch to working with the sew lines rather than the cut lines (especially relevant when modifying shapes with the CAD plugin functions). Cut lines are irrelevant in VStitcher and users may opt to loose them. The function will eliminate any seam allowance applied and treat the sew lines as the actual and only outline of the shape. This may also be used to finalize special edge shape modifications Note: the change is irreversible
Losing all seam allowance for a shape u ”Switch to sew lines” to loose all seam allowance of a shape and remain with the sew lines only 1. In Fitting center, select Shapes > Switch to sew lines. 2. Click a shape, or drag around several shapes. A message appears asking confirmation. 3. Click yes. The shape(s) loses all seam allowance and remains with the sew lines only.
Before
A shape modified with Special edge before
. Related Topics: Shapes
After
The same shape after
Merging shapes Combine two shapes (or several shapes in succession) into one
Combining shapes u ”Merge” to create a new shape out of two existing shapes 1. Position the shapes to be merged next to each other. 2. In Fitting center, select Shapes > Merge 3. Select 4 points: The first point to be joined on both shapes and then the second.
i Note: The order of the selection matters when choosing not to keep shapes apart (See 4.b) 4. A message appears:
a. Choose Yes, to have the shapes merged exactly as positioned, including the space between them. Straight lines will be created to bridge the gap between the shapes. b. Choose No, to have the shapes attached & merged: The first point clicked will be attached to the second point clicked. The last two points are joined by a straight line, based on their final position. 5. A new shape is generated. The original shapes remain as placed.
Original shapes placement
Result when the shapes Result when the are Kept Apart shapes are joined
i Note: This function always creates a new shape, keeping the original shapes intact All seam allowance assigned is reset for the resulting shapes If a merge at special edges is required, Switch to sew lines first
. Related Topics: Shapes
Viewing/Setting the Properties of a Shape Use the Properties dialog box to view or modify the properties of a shape
Shape properties The shape’s ID Shape name (Info) The fabric assigned to the shape The collision type The collision layer number The shape's position offset Collision Shapes can be layered one on top of the other, for example, pockets or cover layers. To prevent a shape from colliding with other layers, set collision value
. Related Topics: Automatic collision mechanism Setting collision to a shape Using self overlapping collision Viewing multiple shapes properties Setting shapes position offset Advanced outfit adjustments Shapes
Layers collision mechanism Shapes can be layered one on top of the other, for example, pockets or cover layers. To prevent a shape from colliding with other layers, collision value is set.
Automatic collision Simulation 30 or up has an automatic collision mechanism. All shapes come with default collision assigned with a layer number of 0. This includes self collision which deals with folds of the same shape as well as collision between layers. When necessary, the layer number may be updated
Simple collision options Two simple collision options are available: Normal & Self overlapping Normal For most shapes Default Self overlapping For self overlapped shapes such as collar base, cuffs or waist bands. These options should only be used for self overlapping shapes! Left over right Right over Left Top over Bottom Bottom over Top
. Related Topics: Viewing/Setting the Properties of a Shape Setting collision to a shape Shapes Simulation guidelines Disable/Enable collision
Setting collision to a shape Use the properties dialog box to set collision value to a shape. The collision properties consist of the type and the Layer Number
Determining collision properties for a shape u ”Properties” to set a shape’s appropriate collision type and order 1. In Fitting center, select Shapes > Properties. The Properties dialog box opens
2. Click a shape 3. In the Collision Type drop-down menu, select the appropriate option. 4. In the Layer Number box, enter a number. The closest layer to the body is 0; the next collision layer is 1. The following is 2, and so on. Layer numbering Principals
Blouse collision settings
Lower front: default # 0 Top front: default # 1 Collar base : Right over Left (or top over bottom) # 0 (or the same as the lower front) Collar: default # 1 (or the same as the top front)
. Related Topics: Viewing/Setting the Properties of a Shape
Using self overlapping collision Use the collision options Left over Right, Top over Bottom and vice versa to control the self overlapping shapes behavior in the simulation. This is typically used for cuffs, collar bases and waist bands. The collision options are set in the Shapes Properties dialog box
Select the appropriate option from the collision type, based on the grain line of the shape
Grain line relation to the overlapping collision type The terms Left, Right, Top & Bottom, are determined by the grain line of the shape in question. Use them as needed based on the grain line orientation of the shape As shown in the illustration, the arrowhead of the grain line will always designate Right (even if it points to the left, up or down!). Left, top & bottom will always stay in the same relation to the arrowhead.
i Note: To display/hide the grain line, use the icon on the Show toolbar With symmetric shapes, the left, right, top or bottom behavior may be reversed!
. Related Topics: Viewing/Setting the Properties of a Shape
Setting shapes position offset An offset to a shape's simulated position may be applied. The offset is calculated from the center outwards. The offset takes effect at the end of the simulation. This feature is especially useful for Enhancing attachments with thickness e.g. buttons or pockets Enhancing garment layers positions Enhancing seam thickness Enhance attachments and stitches layering Position offset is implemented via the shape's properties dialog box
Controlling the position offset of a shape u "Properties" to adjust position offset for shapes 1. In Fitting center select Shapes > Properties. The Properties dialog box opens 2. Select a shape, or several shapes 3. In the Position Offset Field enter a number and press enter. The setting is applied
i Note: Setting/modifying the position offset may be viewed interactively in 3D All position offset settings are disabled, if\when thickness is cancelled
. Related Topics: Simulation topics Viewing/Setting the Properties of a Shape
Viewing multiple shapes properties View and/or set shape Properties, for multiple shapes, rather than one at a time
Modifying/viewing the properties of several shapes at once u ”Properties” to view/set multiple shapes’ properties 1. In Fitting center, select Shapes > Properties. The Properties dialog box opens 2. Multi select using one of these options: a. Use the multi selection rectangle to select more than one shape by dragging around them. b. Click each shape in succession to add to a selection c. To add/remove a shape from the selection, click it again
3. All shapes IDs are listed in the Shape: field 4. Common properties are displayed. If different properties exist for the different shapes, the relevant field becomes blank 5. View/set/modify properties for all selected shapes
. Related Topics: Viewing/Setting the Properties of a Shape
Smoothing options Smoothing deals with improving the display qualities of the simulated garment. The available options are applied per shape or a selection of shapes. The different smoothing components may be used separately, or at different combinations or intensity.
Smoothing activities Applying smoothing to a shape Choosing the rendering method Applying grid subdivision Selecting the smoothing level Setting the smoothing parameters
i Note: Smoothing is only available with the professional edition of Browzwear! Before using the smoothing options, it is recommended to fine-tune the garment to the best simulation result.
. Related Topics: Simulation topics Shapes functions
Choosing the rendering method Rendering is the process of translating or transforming the geometry of the garment to a 3 dimensional image. The two options available are Basic and Smart. The Basic is what we used to have up to version 4.4 and is quicker to render. The Smart method makes an effort to adapt to the garment draping and "flows" along the drape marks. This results in enhancing folds and wrinkles etc... It is also slower and takes a little longer to render. The rendering method can either be applied per shape, a selection of shapes or per the whole garment at once.
Selecting the rendering method per shape Assign the desired rendering method for one or more shapes u "Rendering Method" to set the rendering method 1. In Fitting center select Shapes > Smoothing. The Smoothing dialog box opens 2. Select a shape, or several shapes 3. From the Rendering Method drop down menu select Basic or Smart. The change takes effect on the simulated garment
Selecting the rendering method per garment Assign the desired rendering method for the whole garment at once. This is a one time operation and overrides individual shape settings. In turn, it is overridden by later individual shapes settings u "Rendering Method" to set the rendering method 1. On the 3D window menu select Simulation > Rendering Method 2. Select Basic or Smart. The change takes effect on the simulated garment
i Note: Providing the garment is simulated, the effect takes place immediately in 3D Switching between methods can be viewed in real time in 3D, select the best result
. Related Topics: Smoothing options
Applying smoothing to a shape View or set the different smoothing options to a shape, or several shapes
Assigning smoothing to a shape u "Smoothing" to configure smoothing for shapes 1. In Fitting center select Shapes > Smoothing. The Smoothing dialog box opens 2. Select a shape, or several shapes 3. Set the smoothing options as needed. Each change takes effect immediately on the simulated garment.
i Note: Providing the garment is simulated, the smoothing effect takes place immediately in 3D The modification results of the smoothing elements can be viewed in real time in 3D
. Related Topics: Smoothing options
Applying grid subdivision Grid subdivision enriches and rounds the existing mesh: It creates an effect of a much smaller grid It rounds the surface between the grid junctions The Subdivision effect is applied per shape and is implemented via the Smoothing dialog box. Several or all shapes may be selected. The subdivision effect has 6 levels, from 0 (default) to 5. Zero is no subdivision and each of the other levels subdivides the previous level grid by 4. For example Level 1 will subdivide each grid rectangle by 4, level 2 by 16, level 3 by 64 etc... When the level selected with the existing grid size result in too many polygons, a message appears informing this. The user then should reduce the subdivision level or enlarge the initial grid.
Mesh view
No Subdivision. Grid size is 2
Subdivision level 1
Subdivision level 2
Applying subdivision to a shape Set subdivision to a shape or several shapes
Assigning Subdivision u "Subdivision" to select a subdivision level to a shape 1. In Fitting center select Shapes > Smoothing. The Smoothing dialog box opens 2. Select a shape, or several shapes 3. From the Subdivision drop down menu select the desired level. The change takes effect on the simulated garment
i Note: When using Subdivision, a larger grid can be used thus speeding up the simulation To be able to apply Subdivision, shapes must have grid value that is larger than 0.6
. Related Topics: Smoothing options
Selecting the smoothing level The Smoothing Level is the most effective and versatile of the smoothing components. Together with its parameters: Smoothing Factor and Smoothing Effect, it is used to smooth out the garment and relax turbulent areas. The Smoothing Level and it's parameters are applied to one shape or a selection of shapes
Assigning Smoothing Level to a shape Set smoothing level to a shape or several shapes 1. 2. 3. 4.
u "Smoothing Level" to apply smoothing for shapes In Fitting center select Shapes > Smoothing. The Smoothing dialog box opens Select a shape, or several shapes Set the smoothing parameters: Smoothing Factor and Smoothing Effect to the extent needed From the Smoothing Level drop down menu select the desired level. The change takes effect on the simulated garment
i Note: The Smoothing Level is off when set to Zero. It is on when selecting one of the other levels between 1 to 15 Providing the garment is simulated, the smoothing effect takes place immediately in 3D The modification results of the smoothing elements can be viewed in real time in 3D
. Related Topics: Setting the smoothing parameters Smoothing options
Setting the smoothing parameters The smoothing parameters,Smoothing Factor and Smoothing Effect, determine the extent and the intensity with which this effect is applied.
Smoothing factor The smoothing factor defines the extent to which the smoothing is allowed to operate. A higher value will extend its range, A lower value will limit it. Applying it too high may result in deformations. If so, use a lower value.
Smoothing Effect The smoothing effect determines the intensity of the smoothing and has three levels: High, Medium or Low. Start with high and lower it if required. For example: when deformations appear at shape joints or ends When gatherings or shirrings are flattened too much
Assigning the smoothing parameters to a shape u "Smoothing Factor and Smoothing Effect" to set smoothing parameters 1. In Fitting center select Shapes > Smoothing. The Smoothing dialog box opens 2. Select a shape, or several shapes 3. set the smoothing parameters as needed. The change takes effect on the simulated garment
i Note: When the Smoothing Level is off, (when set to Zero) the smoothing parameters have no effect at all Modify these elements and view the effect in real time in 3D
. Related Topics: Selecting the smoothing level Smoothing options
Symmetry functions Symmetry is a property of shapes or edges. It may be imported from other applications or created using V-Stitcher Create & manage shapes symmetry
Symmetry activities Symmetry basics Mirroring Shapes Creating edge symmetry Setting the Inner Symmetry of a Shape Canceling the Symmetry of a Shape Flipping a Shape’s inner symmetry
. Related Topics: Fitting Center
Symmetry basics A few facts and conventions with regards to symmetry
Symmetry principals in VStitcher Two shapes are symmetrical when they are mirrored on the X or Y-axis A group of edges are symmetrical when one half of a shape is mirrored to the other half on any central axis Symmetry properties are set automatically during the import process as long as they where embedded in the imported shapes VStitcher supports dependency for imported symmetry Symmetric dependent shapes or elements appear in purple When parent elements are modified, corresponding child elements are updated automatically different actions in VStitcher are applied only to the symmetric parent shapes and automatically affect the dependent shapes All newly created symmetry in VStitcher has dependency Set shapes symmetry of either the X or Y-axes (which is the length / width direction of the fabric respectively)
Symmetry mode All symmetry functions are executed in a special Symmetry Mode with different background color. All shapes are displayed with their original grain line orientation (regardless of rotation value). The X and Y axes are designated on the desk, as well as the title: ”Symmetry Mode”
. Related Topics: Symmetry
Mirroring Shapes Create a mirrored, dependent duplicate of the parent shape
Mirroring shapes on the X or Y axes u ”Symmetry X” to create a shape that is symmetrical to the original shape with respect to X axis 1. In Fitting center, select Symmetry > Symmetry X 2. Select a shape. A dependent symmetric piece appears u ”Symmetry Y” to create a shape that is symmetrical to the original shape with respect to the Y axis 1. In Fitting center, select Symmetry > Symmetry Y 2. Select a shape. A dependent symmetric piece appears
. Related Topics: Symmetry
Creating edge symmetry Mirror a shape on one of it's edges, which will become the symmetry axis. The result is a shape with an inner symmetry, with one side active and the other side dependent on the active side
Mirror a shape on one of it's edges u ”Edge symmetry” to set the symmetry of an edge 1. In Fitting center, select Symmetry > Edge symmetry 2. Click the pivot edge of the piece. A mirror image with respect to the selected edge is added to the original piece
i Note: If the edge selected is curved or angled, a message appears:
Click Yes or No: 1. Yes will enable the symmetry on the straight axis between the two nearest corner points 2. No will cancel the action
. Related Topics: Symmetry
Setting inner symmetry for a shape If the shape is internally symmetrical, V-Stitcher can identify the symmetry axis automatically. This function activates the inner symmetry of a shape. One side will become dependent on the other, so that working on half of the shape affects its symmetrical side automatically
Applying inner symmetry to a shape u ”Inner Symmetry” to set the inner symmetry of a shape In Fitting center, select Symmetry > Inner Symmetry and then click the shape. The inner symmetry is activated
i Note: If the shape is not perfectly symmetrical, the function cannot be completed
. Related Topics: Symmetry
Canceling the symmetry of a shape Use to cancel any form of symmetry, thus eliminating dependency between shapes, or within a shape
Breaking the symmetry u ”Cancel Symmetry” to cancel the symmetry of a shape 1. In Fitting center, select Symmetry > Cancel Symmetry 2. Click a shape. The symmetry is cancelled. All child shapes become independent
. Related Topics: Symmetry
Clusters functions Clusters define the placement of 2D shapes in the 3D space before dressing. The default placement is set according to the of cluster type. A cluster is made of one or more pattern shapes. Grouping several shapes in a cluster allows easier 3D adjustment of those shapes. All active pattern shapes must be included in a cluster.
Clusters activities Clusters 2D working conventions Creating new clusters Deleting Clusters Relating /Separating Shapes Positioning the balance point Clusters Symmetry The Cluster dialog box Cluster definitions table
. Related Topics: Fitting Center
Clusters 2D working conventions A cluster is comprised of one shape or more that are inside the cluster rectangular boundaries Selecting clusters Use to perform a function on a cluster. Only one cluster may be selected at a time u To select a cluster Click inside the cluster boundary or its title. The cluster’s title and border are highlighted and the cluster is selected Moving clusters Use to move a cluster on the desk in relation to the background grid or to position it on the 2D desk For outfits only, entire garment's clusters can be dragged together. See: Basic outfit adjustments u To move a cluster 1. Click inside the cluster boundary or its title 2. Drag the cluster to the required position Moving shapes inside the clusters boundaries u To move a shape 1. On the tool bar select the Move icon or press M on the keyboard 2. Click a shape and drag it to the desired position 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: moving shapes in the cluster affects their pre-simulation position
. Related Topics: 2D zooming, panning and moving individual shapes 2D Constrain movement and nudge options Repositioning Clusters and shapes in the 3D Window Smooth 2D 3D interaction Clusters
Creating new clusters Designate one or several shapes to participate in a new cluster
Make a new cluster u ”New” to create a new cluster 1. In Fitting center, select Clusters > New 2. Select a shape or drag around several shapes to include them in the cluster. A new cluster is created. A rectangle appears surrounding the shape/s, with the title on the top left
. Related Topics: Clusters
Deleting Clusters Remove clusters and free their shapes. The free shapes will have to be regrouped in other clusters or be hidden
Removing clusters u ”Delete” to remove a cluster 1. In Fitting center, select Clusters > Delete. 2. Select a cluster. The cluster is deleted.
. Related Topics: Clusters
Relating /Separating Shapes Add/remove a shape to/from an existing cluster
Relating Shapes 1. 2. 3. 4.
u ”Relate Shape” to add a shape to a cluster In Fitting center, select Cluster > Relate Shape Select the cluster and then the shape to be added to the cluster The cluster will ”grow” automatically to include the new shape Move the shape inside the cluster and position it in its natural position
i Note: the shape has to be out of a cluster to be related to another Separating Shapes u ”Separate Shape” to remove a shape from a cluster 1. In Fitting center, select Cluster > Separate Shape 2. Select the shape to be removed from the cluster. The shape is free from the cluster
. Related Topics: Clusters
Positioning the balance point Manually move the balance point of a cluster on the 2D desk. This will modify the 3D positioning of a cluster before draping. The effect can be seen interactively in 3D
Adjusting cluster 3D placement in 2D u ”Position 3D” to manually move the cluster’s balance point 1. In Fitting center, select Cluster > Position 3D. 2. Move the balance point up, down or to any other direction. The balance point represents the 3D avatar. For example, moving the balance point up causes the cluster to be positioned down in relation to the avatar body 3. For a real-time update of the clusters position in 3D, place the garment in the 3D window, in the position before simulation. At this stage, you will be able to see the effect of the 2D action in 3D
. Related Topics: Repositioning Clusters and shapes in the 3D Window 2D Constrain movement and nudge options Balance point position and rotation Viewing cluster hanging points in 3D Clusters
Clusters Symmetry set symmetry for clusters to facilitate their adjustment. When clusters are symmetric, only one side need be adjusted, the other will be automatically positioned symmetry wise
Clusters symmetry activities Setting two clusters to be symmetric Setting inner symmetry for a cluster Cancelling cluster symmetry
. Related Topics: Clusters
Setting two clusters to be symmetric Applying symmetry to clusters u ”Set Symmetry” to create symmetric dependency for two clusters 1. In Fitting center, select Clusters > Set Symmetry 2. Click the two clusters consecutively. The symmetry is set and is indicated in the clusters’ title
3. Symmetry becomes active for shape placement and for all cluster manipulations in 2D or 3D
i Note: Symmetry may only be set to clusters with symmetric shapes
. Related Topics: Clusters Symmetry
Setting inner symmetry for a cluster Set inner symmetry to a cluster to keep its shapes symmetrically dependent. For example: Bra front
Applying inner symmetry for clusters u ”Inner Symmetry” to enable inner symmetry for a cluster 1. In Fitting center, select Clusters > Inner Symmetry. 2. Click inside the cluster’s bounding box or its title. The symmetry is set, is indicated in the cluster’s title and the symmetry axis appears at the center of the cluster.
3. Moving any symmetric shape will affect its symmetric counterpart in both 2D and 3D
i Note: Inner symmetry may only be enabled for clusters with symmetric shapes Use the Centralize option to keep the balance point always in the center
. Related Topics: Clusters Symmetry
Cancelling cluster symmetry Cancel the symmetry of clusters
Calling off cluster symmetry u ”Cancel Symmetry” to cancel symmetric dependency btween clusters 1. In Fitting center, select Clusters > Cancel Symmetry 2. Select a symmetric cluster. The symmetry is cancelled
. Related Topics: Clusters Symmetry
Cluster dialog box Define and adjust clusters in 2D and 3D
Cluster dialog box activities Defining clusters Dressing directions Displaying all cluster’s details and options Balance point position and rotation Keeping the cluster centralized Pre simulation scale Cluster behavior in graded sizes Smooth 3D 2D interaction Cluster definitions table
. Related Topics: Clusters Pre simulation activities
Defining clusters View or modify the cluster definitions and properties
Viewing/modifying clusters u ”Edit” to define and edit a cluster 1. In Fitting center, select Clusters > Edit 2. Select a cluster. The Cluster dialog box opens
The cluster interface facilitates the following aspects: Clear illustrated basic cluster definition Easy cluster 3D position, rotation and scaling Smooth 2D 3D interaction Cluster dialog box title The cluster dialog box title displays the cluster ID and the basic type of garment, the garment Style: Top Overall, Bottom or Hat. This is based on the Gmap definition of the garment
i Note: Always define the Gmap properly before cluster creation Cluster dialog box sections The cluster dialog box sections are Dressing directions Balance point position and rotation Pre simulation scale Cluster behavior in graded sizes
i Note: display the clusters details to see all sections
. Related Topics: The Cluster dialog box
Dressing directions The dressing directions determine the cluster initial 3D position. This can be fine tuned using other clusters controls
Cluster dressing directions
Basic cluster definition u ”Dressing directions” to assign/modify the cluster basic definition 1. In Fitting center, select Clusters > Edit 2. Select a cluster. The Cluster dialog box opens and the title displays the name of the cluster 3. In the Location box select an option from the dropdown list. Examples: Front, Left, Gusset etc… The image is updated accordingly to illustrate the user’s choice
i Note: Available options depend on the Gmap definition of the garment 4. In the Wrap Type box select an option from the dropdown list. Examples: None, Rounded, Gusset Entry etc… The image is updated accordingly to illustrate the user’s choice.
i Note: Available options depend on the Location setting and the Gmap definition of the garment
. Related Topics: The Cluster dialog box
Balance point position and rotation This section provides easy balance point control. The balance point positions the cluster in the 3D window with respect to the hanging points of the avatar
Controlling the cluster 3D position using the cluster dialog box
The Position fields display the X, Y and Z values of the 3D position The Rotation fields display the X, Y and Z values of the 3D rotation. Use the Reset buttons to quickly reset position or rotation. The up/down arrow buttons next to the fields may be used to incrementally modify the values. This is especially useful for fine tuning the clusters position in 3D The keyboard up or down arrows may also be used for this task. To do this click inside the relevant field first
. Related Topics: Keeping the cluster centralized The Cluster dialog box
Keeping the cluster centralized Keep the cluster centralized with respect to the X axis
Locking the X axis
u ”Centralize” to keep a cluster always centralized 1. In Fitting center, select Clusters > Edit. 2. Select a cluster. The Cluster dialog box opens and the title displays the name of the cluster 3. Under the Balance point position and rotation section, check the Centralize checkbox. The X position field zeroes and remains always 0
i Note: centralize the clusters only when appropriate! For example, do not centralize Sleeves.
. Related Topics: The Cluster dialog box
Pre simulation scale Reduce or enlarge the cluster's scale before the simulation. This does not affect the size of the pattern but allows better pre simulation adjustment
Adjusting the cluster's scale before the simulation
The Scale X and Y fields enable the enlarging or reducing of the clusters initial perimeter. This is used to achieve the best pre simulation positioning Constrained Area: Uncheck this checkbox for not restricting the shapes around the body, for example, a wide back cluster normally starts wrapping around the body. If unchecked, piece will be allowed to reach its full extent without wrapping. For most clusters, this also frees the Z axis (closer or further from the body) View also interactively in 3D. (See: Smoother 2D 3D interaction)
Constrained Area Checked Constrained Area Unchecked (default) Cluster type: Back-None
. Related Topics: The Cluster dialog box Pre simulation activities
Cluster behavior in the graded sizes These options define the cluster's balance point behavior in relation to the graded sizes. To see the actual effect of the settings, switch sizes while the clusters are displayed
Determine the cluster graded behavior
1. Update sizes: a. Checked: Changes to the shapes’ position in the cluster will apply to all graded sizes b. Unchecked: Different shapes positions may be used for each size 2. Fixed position: a. Checked: the balance point remains fixed in the same position regardless of the shapes’ size b. Unchecked: the balance point moves automatically based on the shapes grading
. Related Topics: The Cluster dialog box
Clusters 3D 2D interaction Adjust cluster 3D position using the cluster dialog box to while the 3D window is displayed. The changes take place immediately
Available adjustments Modify and fine tune the Cluster dialog box settings while watching the updated immediate change in 3D Modify interactively in 3D and watch the Cluster dialog box updated on the fly Change 2D shapes or balance point position and watch the immediate change in 3D
Most of the cluster parameters including: Dressing directions Balance point position and rotation Pre simulation scale May be modified and viewed in real time without redressing u To modify clusters and view it in real time in 3D 1.
Open a garment and dress the avatar. (See: Viewing a simulated garment)
2.
Keep the 3D window always on top
3.
Move a cluster in the 3D window. The cluster interface opens
4.
At this stage, working in both 2d and 3D is possible and the change
is taking place simultaneously in both 5.
To fine-tune an element click the up/down arrows next to the desired box. The 3D view is updated accordingly a.
The keyboard up or down arrows may also be used for this task. To do this click inside the relevant field first
i Note: To activate the clusters dialog box without moving a cluster in 3D, use the Edit function on the Clusters menu and click the desired cluster in 2D while the garment is in the pre simulation stage
. Related Topics: Repositioning Clusters and shapes in the 3D Window The Cluster dialog box Pre simulation activities
Cluster definitions table The table lists the dressing behavior based on the cluster type and Garment Map definitions. The cluster Style is determined by the definition of the garment layer in the Gmap Style
Top Overall Bottom
Top Overall Bottom
Top Overall Bottom
Location
Front
Front
Front
Wrap type
None
Description
Hanging point at the front (bust line or crotch). Pieces are placed flat along the front of the body
Hanging point at the front, with pieces Rounded wrapped around the body
Left
Discontinued Use instead Front > None (for backward compatibility only)
Sketch
Style
Top Overall Bottom
Location
Front
Top Overall Front Bottom
Overall Bottom
Front
Wrap type
Right
Gusset Entry
Description
Discontinued Use instead Front > None (for backward compatibility only)
Hanging point at the front (bust line or crotch). Pieces are placed flat along the front of the body. All shape areas that are beneath the crotch line are inserted under the crotch and between the legs.
Special cluster for seamless garments, hanging point at the Pants front (crotch). Pieces Rounded are wrapped around
Sketch
body and around the legs
Style
Location
Top Overall
Front
Top Overall
Front
Top Overall
Front
Style
Location
Top Overall
Front
Wrap type
Description Hanging point at the front (bust line). Pieces wrapped Rounded around the body, with Straps shape areas that are above the shoulder line bend over the shoulder
Sketch
Hanging point at the bust line. Pieces are placed flat along the Straps front of the body. All shapes above the shoulder line bend over the shoulder Hanging point at the front (bust line). Pieces are placed flat along the front of the body. Shape areas Gusset above the shoulder +Straps line bend over the shoulder. shape areas beneath the crotch line are inserted under the crotch and between the legs Wrap type Description
Sketch
To Back
Hanging point at the front (bust line or crotch). Pieces are wrapped around the
Bottom
Top Overall
Top Overall Bottom
Style
Top Overall
body towards the back, based on the actual pattern dimensions
Front
To Back + Straps
Hanging point at the front (bust line). Pieces are wrapped around the body towards the back, based on the actual pattern dimensions. Shape areas above the shoulder line bend over the shoulder
Hanging point at the front (bust line or crotch). Pieces are wrapped around the body towards the back, based on the Front To Back actual pattern + Gusset dimensions. Shape areas beneath the crotch line are inserted under the crotch and between the legs Location Wrap type Description Hanging point at the front (bust line). Pieces are wrapped around the body towards the back, based on the actual To Back pattern dimensions. Front + Gusset & Shape areas beneath Straps the crotch line are inserted under the crotch and between the legs. Shape areas above the shoulder
Sketch
line bend over the shoulder Hanging point at the
Top Overall
Front
Collar
Top Overall Bottom
Back
None
Style
Location
Wrap type
Top Overall Bottom
Back
front (bust line). Pieces are placed flat along the front of the body. All shapes areas above the shoulder line curve towards the back of the neck
Hanging point at the back (bust line or crotch). Pieces are placed flat along the back of the body
Description
Hanging point at the back (bust line or Rounded crotch). Pieces are wrapped around the body
Sketch
Top Overall Bottom
Back
Left
Discontinued. Use instead Back > None (for backward compatibility only)
Discontinued. Use instead Back > None (for backward compatibility only)
Top Overall Bottom
Back
Right
Style
Location
Wrap type
Description
Gusset Entry
Hanging point at the back (bust line or crotch). Pieces are placed flat along the back of the body. All shape areas that are beneath the crotch line are inserted beneath the crotch and between the legs
Overall Bottom
Back
Hanging point at the back (bust line).
Sketch
Top Overall
Top Overall
Style
Top Overall Bottom
Top Overall
Top
Pieces are placed flat along the back of the body. Shape areas above the shoulder line bend over the shoulder Hanging point at the back (bust line). Pieces are wrapped Rounded Back around the body. with Straps Shape areas above the shoulder line bend over the shoulder Location Wrap type Description Back
Back
Back
Back
Straps
To Front
Hanging point at the back (bust line or crotch) with pieces wrapped around the body towards the front, based on the actual pattern dimensions
Hanging point at the back (bust line) with pieces wrapped around the body To Front + towards the front, Straps based on the actual pattern dimensions. Shape areas above the shoulder line bend over the shoulder
To Front +
Hanging point at the back (bust line or crotch) with pieces wrapped around the body towards the front, based on the
Sketch
Overall Bottom
Gusset
Style
Location
Top Overall
Back
Top Overall Bottom
Top Overall
Left
Left
actual pattern dimensions. Shape areas beneath the crotch line are inserted under the crotch and between the legs Wrap type Description Hanging point at the back (bust line) with pieces wrapped around the body towards the front, based on the actual To Front + pattern dimensions. Gusset & Shape areas beneath the crotch line are Straps inserted under the crotch and between the legs. Shape areas above the shoulder line bend over the shoulder
None
Sleeve
The hanging point is located at the avatar’s left (bust line or crotch). Pieces are placed flat along the left of the body
Hanging point is between the left elbow and the shoulder; pieces are wrapped around the arm
Sketch
Style
Location
Wrap type
Top Overall
Left
Cuff
Top Overall Bottom
Left
Overall Bottom
Left
Style
location
Overall Bottom
Top Overall
Left
Right
Description Hanging point is located on the avatar’s left hand’s wrist, pieces are wrapped around the wrist
Sketch
Hanging point at the bust or hips. Pieces are wrapped Rounded around the left half of the body or around the left leg
Wraps the pieces from Foot Bottom under the foot towards the upper leg Wrap type
Description
Wraps the piece from Foot Top above the foot towards the floor
None
The hanging point is located at the avatar’s right (bust line or crotch). Pieces are
Sketch
Bottom
placed flat along the right of the body
Hanging point is between the right elbow and the shoulder. Pieces are wrapped around the right arm
Top Overall
Right
Sleeve
Style
location
Wrap type
Description
Cuff
The hanging point is located on the avatar’s right hand’s wrist. Pieces are wrapped around the wrist
Top Overall
Right
Right
Hanging point at the bust or hips. Pieces are wrapped Rounded around the right half of the body or around the right leg
Overall Bottom
Right
Wraps the piece from Foot Bottom under the foot towards the upper leg
Style
Location
Top Overall Bottom
Wrap type
Description
Sketch
Sketch
Overall Bottom
Top Overall
Right
Wraps the piece from Foot Top above the foot towards the floor
Collar
Hanging point at the neck base. Pieces are wrapped around the neck
Top Overall Bottom
Straps
Style
Location
Top Overall Bottom
Top Overall Bottom
Belt
Belt
None
None
Hanging point at the center of the body above the headline. Shapes are placed flat parallel to the ground
Wrap type
Description
None
Hanging point at the back at the bellybutton level. Pieces are wrapped around the body from back to front
Hanging point at the back at the bellybutton level. Pieces are wrapped around the body from Unrestricted back to front. The cluster is initially scaled to the actual dimensions of the shapes
Sketch
Overall Bottom
Gusset
None
Style
Location
Wrap type
Overall Bottom
Gusset
Top Overall
Hood
Top Overall Front/Back Bottom
Style
Location
Hanging point at the crotch. shapes are placed parallel to the floor, between the legs
Description Hanging point at the crotch. shapes are placed parallel to the Along leg floor, between the legs, and all extra shape area is placed along leg
None
Hanging point at the center of the body, above the headline. Pieces are wrapped around the head in a sphere shape
None
Special for seamless garments, hanging point at bust or crotch. Pieces are wrapped in a box shape around the body
Wrap type
Description
Sketch
Sketch
Top Front/Back Overall Bottom
Gusset Entry
Special for seamless garments, hanging point at bust or crotch. Pieces are wrapped in a box shape around the body, all pieces beneath the crotch area are bend under the crotch
Special for Seamless garments, Hanging point at bust. Pieces are wrapped in a box Top Over shape around the Front/Back Overall shoulder body, all pieces above the shoulder area bend over the shoulder and are crossed at the back
Top Parallel to Overall floor Bottom
Style
Top Overall
Location
Sleeve Shrug
None
Hanging point at the center of the body at the waist line. Pieces are flat, parallel to the floor
Wrap type
Description
None
Hanging point at the back between the shoulders. Shapes wrap around the shoulders and arms
Sketch
Overall Bottom
Thong
None
Hanging point at the crotch. Shapes wrap from front, between the legs and to the back
Top Overall Bottom
Scarf
None
Hanging point at hips. Shapes wrap around the body with excess area towards the left
Style
Location
Wrap type
Description
Left
Hanging point at hips. Shapes wrap around the body with excess area towards the left
Top Overall Bottom
Scarf
Top Overall Bottom
Scarf
Right
Hanging point at hips. Shape wraps around the body with excess area towards the right
Style
Location
Wrap type
Description
Hat
Hat
Front
Front
None
To Back
Hanging point at the front (between eyebrows). Pieces are placed flat, vertically, in front of the head
Hanging point at the front (between eyebrows). Pieces are wrapped in a cylinder shape, vertically
Sketch
Sketch
around the head towards the back, based on the actual pattern dimensions
Hat
Back
None
Style
Location
Wrap type
Hat
Back
To Front
Hat
Left
Hat
Left
Style
Location
None
Hanging point at the back of the head. Pieces are placed flat, vertically, facing the back of the head Description Hanging point at the back of the head. Pieces are wrapped in a cylinder shape, vertically around the head towards the front, based on the actual pattern dimensions
Sketch
Hanging point at the left side of the head. Pieces are placed flat, vertically, left of the head
Hanging point at the left side of the head. Pieces are stretched/compressed around the left half of Rounded the head, vertically, from the center front to the center back, regardless of the actual pattern dimensions Wrap type Description
Sketch
Hat
Hat
Right
Right
None
Hanging point at the right side of the head. Pieces are placed flat, vertically, right of the head
Hanging point at the right side of the head. Pieces are stretched/compressed around the right of the Rounded head, vertically, from the center front to the center back, regardless of the actual pattern dimensions
Hat
Parallel to floor
None
Style
Location
Wrap type
Hat
Hat
Hat
Hat
Hanging point at the top of the head. Pieces are placed flat, horizontally, above the head
Description Hanging point at the front. Pieces are stretched/compressed, in a cylinder shape, vertically, all the way None around the head, from front to back, regardless of the actual pattern dimensions Hanging point at the front. Pieces are stretched/compressed, in a cylinder shape, Unrestricted vertically, all the way around the head, from front to back, based on the actual pattern dimensions
Sketch
Hat
Cap
Style
Location
Hat
Cap
Hat
Cap Bill
Style
Location
Hat
Cap Bill
Hanging point at the top of the head. Pieces are stretched/compressed None as a horizontal hemisphere, regardless of the actual pattern dimensions Wrap type Description Hanging point at the top of the head. Pieces are stretched/compressed Unrestricted as a horizontal hemisphere, based on the actual pattern dimensions Hanging point at the front (between eyebrows). Pieces are placed horizontally in front of the head at None the eyebrows level. The Radius control is used to adjust the desired arc extent. Normal simulation Wrap type Description Hanging point at the front. Pieces are placed horizontally in front of the head at the eyebrows level. The Radius control is Rigid used to adjust the desired arc extent. The simulation keeps the arc form shaped by the cluster Hanging point at the front. Pieces are placed horizontally in front of the head at
Sketch
Sketch
Hat
Cap Bill
the eyebrows level. The Radius control is used to adjust the Keep desired arc extent. orientation The simulation keeps the arc form shaped by the cluster as well as the angle and position set by the cluster
. Related Topics: The Cluster dialog box
Grading functions Use the Grade functions to check or modify the grading of existing shapes as well as to grade a style from scratch. The grade functions should also be used to take care of newly created shapes which have no grading
Grading activities Basic grading Copying grading values from point to point (or to several points) Flipping grading Clearing a point’s grading values Fixing Grading Setting the Static Point of a graded Piece
. Related Topics: Fitting Center
Basic grading Assigning grading values to points of shapes
Grading points u ”Grade Point” to grade a point of a shape 1. In Fitting center >Grade> Grade Point> the Point Grade dialog box opens 2. Click a point 3. In the dialog box enter grading values in ddx and ddy. The point is graded
4. On the Show Tool Bar click the Nest button
Before
, to see the graded results
After (grading)
5. Any of the columns in the dialog box can be used when needed The whole column may be selected by dragging with the mouse. This way,
a uniform value can be input for all sizes, if applicable The ddx and ddy indicate the difference between the sizes The dx and dy indicate the difference from each size to the base size The ddl indicates the actual difference between the sizes with X and Y combined. (The diagonal axis)
i Note: All points on the line between two corner points are automatically graded unless specifically dealt with X is the on screen horizontal direction, Y is the vertical.
. Related Topics: Grading
Copying grading values from point to point (or to several points) For easier grading, V-Stitcher enables copying some or all of the grading values of a point to another point or to several points. To select multiple target points, drag around them with the mouse. Flipping the grade on the X and Y axes is also possible
Applying existing grading to other points u ”Copy Grade X” to copy X grading parameters from one point to another 1. In Fitting center select Grade > Copy Grade X 2. Select the source graded point 3. Select the target point or drag around several points. The X Values of the target point(s) are now equal to source point u ”Copy Grade Y” to copy Y grading parameters from one point to another 1. In Fitting center select Grade > Copy Grade Y 2. Select the source graded point 3. Select the target point or drag around several points. The Y Values of the target point(s) are now equal to source point u ”Copy Grade XY” to copy both XY grading parameters from one point to another 1. In Fitting center select Grade > Copy Grade XY 2. Select the source graded point 3. Select the target point or drag around several points. The XY Values of the target point(s) are now equal to source point
. Related Topics: Grading
Flipping grading Flip the grading on the X or Y axes. For example after copying grading form the right side to the left side, etc...
Flipping grading values for a point on a shape u ”Flip X” to flip grading values on the X axis 1. In Fitting center select Grade > Flip X 2. Select a graded point. The X Values are flipped u ”Flip Y” to flip grading values On the Y axis 1. In Fitting center select Grade > Flip Y 2. Select the graded point. The Y Values are now flipped
. Related Topics: Grading
Fixing Grading Redistribute graded points for a selected points sequence, based on the proportions of the base size. This is similar to Clear Grade, but for a whole sequence rather than one point
"Freeing" grading for a sequence of points u ”Fix Grade” to fix the grade of a piece 1. In Fitting center, select Grade > Fix Grade. 2. Select two points that define a problematic segment in the clockwise direction. The points inside the segment are redistributed according to the proportions of the base size
. Related Topics: Grading
Setting the static point of a graded piece Use to reposition the graded sizes based on a defined static point. The static point remains in the same position for all sizes, and the sizes are repositioned accordingly
Rearranging the shape's grading based on a static point u ”Set Static Point” to set the static point of a graded piece 1. In Fitting center, select Grade > Set Static Point 2. Select the point that should remain static. The grading is repositioned
i Note: This directly affects the sizes position in the clusters The function does not affect the shape’s form
. Related Topics: Grading
Ruler functions The Ruler is a tool for measuring the distance between two points, or the length of an edge, or several edges on the 2D desk
Measuring the length of one or more edges u ”Edge Length” to measure the length of an edge 1. In Fitting center, select Ruler > Edge Length 2. Select an edge. The edge length is displayed 3. Select another edge. The last selected edge length is added to the display and the sum of all selected edges is calculated.
Measuring distance u ”Measure Distance” to measure the distance between any two points (even out of shapes) 1. In Fitting center, select Ruler > Measure Distance 2. Click the start point, and drag the cursor towards the target. A straight line appears with the measured distance at the top left corner of the 2D desk
. Related Topics: Measuring in Drawing mode Dynamic Ruler Fitting Center
Managing/ sizes Use the sizes interface for handling all sizes management tasks
Sizes activities Sizes introduction View a garment’s sizes Select the current size Set any size to be the base size Add sizes Rename sizes Delete sizes
. Related Topics: Ignoring the sizing mechanism Fitting Center Updating the database with Sizes
Sizes introduction The sizes mechanism allows using predefined size charts in the database in relation to the current model and the garment size to determine appropriate fit within the defined tolerance. The following elements are taken into account when simulating a garment on an avatar: Designated size chart in the Gmap Avatar body measurements Size tolerance (in the Simulation properties) Garment sizes Garment native sizes must be included in the size chart designated in the Garment map and the garment size range must not exceed that of the size chart. Different sizes may be tried on different avatars or on the same avatar based on the defined size tolerance. The sizing mechanism will alert the user when a size which is too big or too small for the model, with an option of automatically switching to the most appropriate size
i Note: The sizing mechanism may be disabled whenever it is not needed
. Related Topics: Managing Sizes Updating the database with Sizes
Selecting the current size Switching sizes by selecting a size from the list. The selected size becomes the active size for dressing the garment or for pattern changes
Making a size from the list current u ”Manage Sizes” to switch between sizes 1. In Fitting center select Sizes > Manage Sizes. The Sizes dialog box opens 2. select a size in the list. The selected size becomes the active size on the desk
i Note: Use the arrow keys to quickly switch between sizes. The pattern sizes change accordingly on the desk
. Related Topics: Managing Sizes
Adding Sizes New sizes may be added to the size list of a garment. The new sizes are added to the end of the list and may be renamed as needed
Adding new sizes u ”Add” to Add Sizes 1. In Fitting center select Sizes > Manage Sizes. The Sizes dialog box opens 2. In the dialog box press Add. A size is added, automatically named 3. Repeat for additional sizes
i Note: Use the grading functions to grade the newly added sizes
. Related Topics: Managing Sizes
Renaming Sizes Any size may be renamed as needed. Newly created sizes are automatically named. They should be renamed as well
Changing garment sizes names 1. 2. 3. 4.
u ”Rename” to rename a size In Fitting center select Sizes > Manage Sizes. The Sizes dialog box opens In the dialog box click a size name. The name is highlighted Click again, the name becomes editable Type in the new name and press enter. The size is renamed
. Related Topics: Managing Sizes
Setting the base size Any of the available sizes may be designated as the base size. Set a size as base to be able to modify the pattern based on that size, or to arrange the clusters placement based on it
Designating a size to be the base size u ”Set As Base” to designate a size as base 1. In Fitting center select Sizes > Manage Sizes. The Sizes dialog box opens 2. Select the size to become base size 3. Press the Set As Base button. The selected size becomes the base size
. Related Topics: Managing Sizes
Deleting a size Some of the garment sizes may be deleted if needed
Removing garment sizes u ”Delete” to remove a size 1. In Fitting center select Sizes > Manage Sizes. The Sizes dialog box opens 2. Select the size to be deleted 3. Press the Delete button. The size is deleted
. Related Topics: Managing Sizes
Folds options Folds allow folded fabric behavior in the simulation, for example when ironing fabrics in straight or curved lines, such as collars or lapels. Use the function to create manipulate, and delete folds. Soft folds are also available for appropriate garments
Folds activities Creating fold lines Deleting fold lines Inverting fold lines Moving fold points Setting fold properties Setting the fold angle Effecting soft folds
. Related Topics: Fitting Center
Creating fold lines Draw lines on the garment that will be folded during the simulation. For example: collar fold
Draw a fold line on a shape 1. 2. 3. 4.
u ”Create” to create a fold line In Fitting center, select Fold > Create and click the relevant shape area. A point appears Click again, a second point and the fold line appear To smooth the line, click along the fold line to add more points To delete a specific point, click (toggle) it
i Note: A shape can accommodate only one fold line
. Related Topics: Folds
Deleting fold lines Remove a fold line from a shape
Removing fold lines u ”Delete” to remove a fold line 1. In Fitting center, select Fold > Delete 2. select the relevant fold. The fold disappears
. Related Topics: Folds
Inverting fold lines The direction of the fold is designated by arrows on it
This direction may be flipped as needed
Controlling the fold direction u ”Invert” to invert the direction of the fold in simulation 1. In Fitting center, select Fold > Invert 2. Click the relevant fold line. The arrows flip. The fold will follow the direction of the arrows
. Related Topics: Folds
Moving fold points The fold line markers may be adjusted to reshape the fold
Reshaping fold lines u ”Move Marker” to move the points of a fold and shape it differently 1. In Fitting center, select Fold > Move Marker 2. Drag any point to its new position. The fold line is reshaped
. Related Topics: Folds
Setting fold properties Different collar fold angles should be applied based on the type collar used. Set the fold angle and/or determine weather a fold is soft or not
Determining fold angle and softness u ”Properties” to set or view the properties of a fold 1. In Fitting center, select Fold > Properties. The Properties dialog box opens 2. Select a fold line. The properties of the fold appear in the dialog box
. Related Topics: Setting the fold angle Effecting soft folds Folds options Simulation guidelines
Setting the fold angle Fold angle is effective and may be adjusted as needed. Different collar fold angles should be applied based on the type collar used
Adjusting the angle of a fold
Fold angle at 170 degrees Fold angle at 140 degrees
1. 2. 3. 4.
u ”Angle” to set the fold angle In Fitting center, select Fold > Properties. The Properties dialog box opens Click a fold line. The properties of the fold appear in the dialog box In the Angle field enter the appropriate fold angle The results can be viewed in 3D, before & after the simulation
i Note: The default angle is 170 degrees for regular fold and 140 degrees for soft folds The pre-simulation fold angle purpose is to have the best cluster placement for the collar. It does not override the natural drape of the pattern & fabric
. Related Topics: Folds
Effecting soft folds
Folds may be assigned a softer rounded quality, rather than the default sharp, ironed one
Applying softness to a fold 1. 2. 3. 4.
u ”Soft Fold” to apply softness to a fold In Fitting center, select Fold > Properties. The Properties dialog box opens Select a fold line. The properties of the fold appear in the dialog box In the Angle field enter the appropriate fold angle In the Soft Fold filed select True
5. The result appears in the simulated garment
i Note: Soft fold angles should be smaller than regular fold For best results use small grid for the relevant shapes
. Related Topics: Folds
Wires functions V-Stitcher allows the use of bra underwires. Different wire sizes can be assigned to the various sizes of the same bra. All wire data should be inserted into the database beforehand
Wires activities Adding Wires Replacing Wires Deleting a Wire Attaching wires Flipping wires attachment Viewing wire properties Moving Wires on the desk Wire properties description Wire length VS edges length Flipping a Wire Flipping the Start Point of a Wire
. Related Topics: Updating the database with Wires Fitting Center
Adding Wires Add wires from the database to garment
Inserting wires to a garment u ”Add” to insert a wire to the garment, from the database 1. 2. 3. 4.
In Fitting center, select Wires > Add. The Select Wire dialog box opens Use the search filters to find the correct wire On the bottom panel select a size from the size list. the wire shape is displayed Press the OK button. The chosen wire is automatically added to all sizes
i Note: To have different wires for the different garment sizes, use the Replace Wire function for each size
. Related Topics: Wires
Replacing Wires The current wire may be replaced by a different one from the database. The wire attachment to the shapes is kept intact. When replacing a wire , the new wire will only be applied to the current bra size, thus enabling the use of different wires for different graded bra sizes
Replacing existing wires with others, from the database 1. 2. 3. 4.
u ”Replace” to switch a wire In Fitting center, select Wires > Replace Click a current wire The database Search Wire dialog box is launched Use the available filters to narrow the search, and choose the required new wire. Click OK. The wire is replaced
. Related Topics: Wires
Deleting a Wire Delete the selected wire from the all graded sizes
Removing a wire from the garment u ”Delete Wire” to remove a wire 1. In Fitting center, select Wires > Delete Wire 2. Click a wire. The wire is deleted
. Related Topics: Wires
Attaching wires Wires are assigned to bras by attaching shape edge/s to the wire (similar to stitching)
Assigning the wire to the appropriate shapes edges u ”Add Edge” to attach edges to a wire 1. In Fitting center, select Wires > Add Edge. The Add Edge dialog box opens 2. Click the relevant wire and then the edge. Repeat for multiple edges Important: For multiple edges, start from the side edges and proceed towards the center front edges
i Note: To proceed with the next wire, click the desktop first Removing edges from a wire u ”Remove Edge” to remove edges from a wire 1. In Fitting center, select Wires > Remove Edge 2. Click an edge. The edge is removed from the wire 3. All the remaining edges (if exist), are redistributed along the wire automatically
. Related Topics: Wires
Flipping wires attachment For edges where the wire is attached to a bottom curve (e.g. under wired tankini without a cup) when attaching the wire, the result is flipped. Amend it by flipping it back (similar to flipping a stitch)
Original wire attachment
Corrected wire attachment
Amending flipped wire edges u ”Flipp Edge” to correct flipped wire edges 1. In Fitting center, select Wires > Flip Edge 2. Click the relevant wire. All edges attached to the wire are flipped in the correct way. Important: For multiple edges, the original attachment must start from the side edges and continue towards the center front edges. Otherwise the flipping will not work correctly.
. Related Topics: Wires
Viewing wire properties Wire properties include information of the wire size length, database ID and more
i Note: Use this function also to move the wires on the desk Checking wire properties u ”Properties” to display and/or modify a wire’s properties 1. In Fitting center, select Wires > Properties 2. Click a wire. The Properties dialog box opens
. Related Topics: Moving Wires on the desk Wire properties description Wire length VS edges length Wires
Moving Wires on the desk Wires are not affected by the regular move button. Instead the wires may be moved when the wire properties dialog box is open
Repositioning wires in 2D u ”Properties” to move wires on the desk 1. In Fitting center, select Wires > Properties 2. Click and drag a wire to the desired position. The wire is repositioned
. Related Topics: Wires
Wire properties description Here list of all the wire properties and their significance
Wire properties fields’ description (from top to bottom) 1. 2. 3. 4. 5.
Wire: Wire ID in the garment Type: Right or Left. Reverse the setting if needed Database ID Length: Wire length Edges Length: Combined length of all edges attached to the wire. (See also : Wire length VS edges length) 6. Force: The wires’ Physical force. The higher the value, the stronger the force. Stronger wires are rigid rather than flexible
. Related Topics: Wires
Wire length VS edges length This topic clarifies all in regards to the wire effect based on the wire length & the edges length. Information & best practices with regards to wire length and the length of it's assigned edges Information on wire length validation and options
Wire and its edges lengths Important: The Edges Length number displayed in the Wire Properties, takes into consideration any shrinkage applied to the edges. The result is the sum of all the edges assigned to the wire including the shrink percentage (if exists) When the wire is shorter than the edges If the wire is shorter than the edges (which is the normal situation) all the slack will be concentrated at the opposite end of the wire’s starting point (indicated by a red dot. (See also: Flipping the Start Point of a Wire.) To control the amount of slack, apply shrink to the edges as needed. When the wire is longer than the edges In case the wire is longer than the edges assigned to it, on dressing, the system issues the following warning:
Press No to ignore and leave the edges shrink values as they are Press Yes to automatically assign negative shrink values to match the wires’ length. The result is that the edges are stretched up to the wire length
i Note: These automatic shrink values remain intact unless manually changed later!
Wire length validation and options In situations when the wire is longer than the assigned edges, and the system issues a warning (see above) There are two options to follow: 1. Automatically assign negative shrink values to match the wires’ length In this case the message will not appear again on the next dressing 2. Ignore and leave the edges shrink values as they are a. In this case you will need to take action so the validation message will not appear with each dressing
b. The available options are: I. Disable the wire length warning message ii. Disable wire length validation altogether Setting the wire length validation and options u ”Wire settings” to control wire length validation 1. In Fitting center > Wires > Wire settings. The Wire settings dialog box opens
2. Uncheck the options as needed
. Related Topics: Wires
Flipping a Wire Flip a wire on the Y axis, if needed
Flipping a wire in a garment u ”Flip Wire” to flip the shape of a wire 1. In Fitting center, select Wires > Flip Wire 2. Click the wire to be flipped. 3. The wire is flipped
. Related Topics: Wires
Flipping the Start Point of a Wire Flip the wire’s starting point (indicated by a red dot). The slack (excess fabric) of the wire channel will always be at the opposite end of this starting point. (See also: Wire length VS edges length)
Repositioning the slack of the wire channel at the opposite end u ”Flip Start Point” to flip the start point of a wire 1. In Fitting center, select Wires > Flip Start Point. The Flip Start Point dialog box opens 2. Click the wire. The red dot will appear at the other end of the wire and the slack will move to the opposite end
. Related Topics: Wires
Pleats functions Use the Pleats functions to define an area to be stitched and folded as a pleat during simulation
Pleats activities Creating a Knife pleat (2pt) Creating an Open Dart Pleat (3pt) Flipping the Direction of a Pleat Setting a pleat's properties Selecting pleats Setting the depth of pleats Determining weather a pleat is ironed or not Deleting a Pleat
. Related Topics: Fitting Center
Creating a Knife pleat (2pt) Create a long straight pleat that will run all the way through the shape. It is based on two notches, marking the pleat on the outer line
Creating a long straight pleat u ”Create Knife (2pt)” to create an edge to edge pleat 1. In Fitting center, select Pleats > Create Knife (2pt) 2. Select the two relevant notches consecutively or by dragging around them Three parallel lines mark the pleat line over the shape. The Bold line marks the top of the fold; the dotted line marks the inner end of the fold
i Note: Always create and define pleats before Stitching!
. Related Topics: Pleats
Creating an Open Dart Pleat (3pt) This function creates an open pleat based on three notches marking the pleat on the outer line. This type pleat will fade and merge into the garment. Its length can be set as needed
Creating a 3 points pleat u ”Create Open Dart (3pt)” to create a triangular pleat 1. In Fitting center, select Pleats > Create Open Dart (3pt) 2. Select the three relevant notches consecutively or by dragging around them. The three lines that mark the open dart pleat meet at a junction creating a triangle. The bold line marks the top of the fold; the broken line marks the inside of the fold.
i Note: Always create and define pleats before Stitching! The initial depth of the pleat is determined by the angle of the center point. To set the final depth see: Setting the depth of a pleat
. Related Topics: Pleats
Flipping the Direction of a Pleat Flip the direction of the pleat, so the top layer becomes the bottom one or vice versa
Inverting pleats u ”Flip Direction ” to invert a pleat 1. In Fitting center, select Pleats > Flip Direction 2. Click one of pleat’s base points. The bold line switches places with the regular line and the pleat’s direction changes in the simulation
. Related Topics: Pleats
Setting a pleat's properties The pleats properties dialog box displays the pleats depth and ironed status. These settings may be modified as needed Selecting pleats Setting the depth of pleats Determining ironed properties for pleats
. Related Topics: Pleats
Selecting pleats Select one or more pleats in order to view or set their properties or delete them
Selecting a single or multiple pleats Select several pleats in order to change their properties together
1. 2. 3. 4.
u ”Properties” to select more than one pleat in order to view or change their properties In Fitting center, select Pleats > Properties. The Properties dialog box opens Select one of the pleat's end points. The pleat changes color to red and the dialog box shows the current pleat's properties Select additional pleats one by one. The pleats are added to the selection Click a selected pleat again to remove it from the selection. The pleat is deselected
. Related Topics: Pleats
Setting the depth of pleats Determine the depth of a 3 point pleat
Setting the depth of a Pleat Set the depth of a pleat as required Note: This is only relevant for 3 points pleats u ”Properties” to set the depth of a pleat 1. In Fitting center, select Pleats > Properties. The Properties dialog box opens. 2. Select a pleat. The pleat changes color to red and the dialog box shows the current pleat's properties 3. In the Depth field, set the desired depth and press Enter. The Depth changes accordingly
. Related Topics: Pleats
Determining weather a pleat is ironed or not Applying the ironed look to the pleats edges, similar to Pressed Crease.
Defining ironed quality for pleats A pleat may be ironed or non-ironed u ”Ironed” to defined a pleat as ironed or non-ironed 1. In Fitting center, select Pleats > Properties. The Properties dialog box opens 2. Select a pleat. The pleat changes color to red and the dialog box shows the current pleat's properties
4. From the Ironed drop down menu select True or False. The pleat is affected accordingly. 5. The result is visible on the simulated garment.
. Related Topics: Pleats
Deleting a Pleat Removing pleats from shapes
Remove a pleat from a shape u ”Delete” to delete a pleat 1. In Fitting center, select Pleats > Delete 2. Click one of the pleat’s base points, or select more than one pleat using the multiple selection rectangle. The pleat is deleted
. Related Topics: Pleats
Pressed Crease functions Use the Pressed Crease option in V-Stitcher to create a pressed crease line, and determine its angle. This option is used primarily for pants
Pressed Crease activities Creating a Pressed Crease Modifying the Angle of a Pressed Crease Deleting a Pressed Crease
. Related Topics: Fitting Center
Creating a Pressed Crease Before creating the Pressed Crease, verify that the relevant position marks have been created u ”Create” to create a Pressed Crease 1. In Fitting center, select Pressed Crease > Create 2. Click the position marks that represent the ends of the crease line. A dotted line appears on the 2D desk, and the Pressed Crease effect is simulated in 3D
. Related Topics: Pressed Crease
Modifying the angle of a Pressed Crease The default angle of a pressed crease is set to 100 degrees. Any other angle from 0 to 180 can be used, the sharper the angle, the more distinct the result in the simulation
Setting the pressed crease angle 1. 2. 3. 4.
u ”Angle” to modify the angle of a Pressed Crease In Fitting center, select Pressed Crease > Angle. The Angle dialog box opens Select the pressed crease line Enter the new angle in the dialog box and press Enter The angle changes. The effect will only be noticed after a new simulation
. Related Topics: Pressed Crease
Deleting a Pressed Crease Remove a pressed crease from a shape
Removing a crease from a shape u ”Delete” to delete a Pressed Crease 1. In Fitting center, select Pressed Crease > Delete 2. Click the Pressed Crease line you want to delete. The line is deleted
. Related Topics: Pressed Crease
Shrink Line Define a narrow shirring line on shapes
i Note: for shirring of edges see: Applying Shrink values to Edges Shrink line activities Creating or deleting a shrink line Setting the shirring amount
. Related Topics:
Fitting Center
Creating or deleting a shrink line Before creating the shrink line verify that the relevant position marks have been created
Creating a shrink line u ”Create” to create a shirring line 1. In Fitting center, select Shrink Line > Create 2. Click the position marks that represent the ends of the shrink line. A dotted line appears on the 2D desk, and the shrink line effect is simulated in 3D
i Note: Set the appropriate shrink percentage for the shirring line to take effect The shrink lines are symmetrically dependent
Deleting a shrink line u ”Delete” to remove a shrink line 1. In Fitting center, select Shrink Line > Delete. 2. Click the shrink line. The dotted line disappears, and the shrink line effect is removed.
. Related Topics: Shrink Line Smocking
Setting the shirring amount Define or modify the percentage of the shirring of the shrink line
Assigning the shrink value of the line u ”Shrink” to set the shirring percentage 1. In Fitting center, select Shrink Line > Shrink. The Shrink dialog box opens 2. Click a shrink line. The shrink line becomes selected and changes color to red. The shrink line id appears in the dialog box 3. In the Shrink box, enter the desired amount in percents. The effect will be simulated in 3D. For example, if 30 (%) is entered, the affected area will be shorter by 30 %
. Related Topics: Shrink Line
CAD Plugin functions Use the CAD plugin to manipulate shapes in 2D
CAD Plugin activities Dynamic Ruler Creating a curve point Creating a straight point Pinning Creating a Drill point Creating a Position Mark Creating Darts Removing Points and pins Viewing or Modifying a Point’s Attributes Moving CAD Points Moving Multiple Points, or a line Tracing Changes Smoothing Edges
. Related Topics: Drawing Fitting Center
Dynamic Ruler Use the dynamic ruler to create or move points at an accurate distance from any selected origin, in a single operation
Working with the dynamic ruler Adding points with the dynamic ruler u To create a point with the dynamic ruler 1. In Fitting center, select CAD Plugin > Create (any) point 2. With the right mouse button, click the origin point 3. Move the mouse to the desired direction. An arrow shows the direction and distance from the point of origin. Click to create the point Moving with the dynamic ruler 1. 2. 3. 4.
u To move with the dynamic ruler In Fitting center, select CAD Plugin > Move point (or Move Multi) With the right mouse button, click the origin point Without moving the mouse switch to the left mouse button Now drag to move to the desired position. An arrow shows the direction and distance from the point of origin
. Related Topics: CAD Plugin
Creating a curve point Create a curve point on the outline of a shape (a curve point will effect a curved segment on both sides of the point)
Adding a curve point on the outline of a shape u ”Create Curve point” to add a curve point on the line 1. In Fitting center, select CAD Plugin > Create Curve point 2. Click the line at the required location for the point, or use the dynamic ruler to measure a distance while creating the point. The point is created
. Related Topics: CAD Plugin
Creating a straight point Create a straight point on the outline of a shape (effecting a straight segment on both sides of the point)
Adding a straight point on the outline of a shape u ”Create Straight point” to create a straight point 1. In Fitting center, select CAD Plugin > Create Straight point 2. Click the line at the required location for the point, or use the dynamic ruler to measure a distance while creating the point. The point is created
. Related Topics: CAD Plugin
Pinning Pin a point on the outline of a shape. A pin can also be created on the line without a predefined point. A point will automatically be created for the pin. The pinned point will not move when moving other elements
Adding pins to a shape's outline u ”Pin” to restrict a point 1. In Fitting center, select CAD Plugin > Pin 2. Click the line at the required location for the pinned point A pin is created
. Related Topics: CAD Plugin
Creating a Drill point Create internal drill points in a shape
Adding drill points to a shape u ”Create Drill point” to add a drill point 1. In Fitting center, select CAD Plugin > Create Drill point 2. Click inside the shape, or use the dynamic ruler to measure a distance while creating the point. A Drill point is created
. Related Topics: CAD Plugin
Creating a Position Mark A position mark is a free point in relation to a shape rather than to an edge or line. It is used for internal stitching, pressed crease, shrink lines or just marking
Adding position marks to a shape u ”Create Position Mark” to add a position mark to a shape In Fitting center, select CAD Plugin > Create Position Mark 1. Click to add points inside or outside of a shape (but not too far away from it) or use the dynamic ruler to measure a distance while creating the point 2. The position mark is created
. Related Topics: CAD Plugin
Creating Darts To create a regular dart, two notches are required on the outline and an internal point (such as a drill point or position mark) inside the shape Important: this is the old method for darts. To avoid the modification of the original pattern shape, it is recommended to use Special edge instead
Regular darts 2. 3. 4. 5.
u ”Create dart” to make a dart In Fitting center, select CAD Plugin > Create dart. Click a notch, then the internal point, then the other notch. Dotted lines will designate the shape of the new dart and a message will appear demanding authorization Press OK. The dart is created and stitched
Inner darts
1. 2. 3. 4.
u ”Create Inner Dart” to create an inner dart designated by internal points In Fitting center, select CAD Plugin > Create Inner dart Click the internal points starting with the bottommost point A message appears demanding authorization Press OK. The dart is created and stitched
. Related Topics: CAD Plugin
Removing Points and Pins Delete different types of points Deleting points u ”Delete Points” to remove a point(s) 1. In Fitting center, select CAD Plugin > Delete Points 2. Click the point you want to remove, or drag around several points. The point(s) is(are) removed
i Note: Corner points cannot be multi selected, each corner point removal has to be authorized separately
Removing pins u ”Remove Pins” to remove pins from the shape’s outline 1. In Fitting center, select CAD Plugin > Remove Pins 2. Click the pin you want to remove, or drag around several pins. The pin(s) is(are) removed
. Related Topics: CAD Plugin
Viewing or modifying a point's Attributes Set or modify the type of a point or designate it as a corner, notch or pin
Change and apply points details u ”Point’s Attribute” to view or modify a point's attributes 1. In Fitting center, select CAD Plugin > Point’s Attribute. The Point Details dialog box opens
2. Select a point. The dialog box displays the current point’s information 3. Modify the attributes as needed
. Related Topics: CAD Plugin
Moving CAD points Move points numerically as well as interactively
Moving shapes points u ”Move Point” to reposition a point 1. In Fitting center, select CAD Plugin > Move Point. The Move dialog box opens
2. Drag the point in the desired direction 3. Or, in the dialog box, enter the desired valued in the DX and DY
i Note: While typing, the input window "remembers" the point's origin until the operation is complete, whereas when moving with the mouse, the point's origin is reset with each new movement Use also the dynamic ruler for moving a point
. Related Topics: CAD Plugin
Moving multiple Points, or a line This function requires at least two pins on a shape. Move a leading point or an edge, while the other elements move in proportion with respect to the pins. All elements out of the range defined by the pins will not be affected.
Moving a leading point u ”Move Multi” to move using a leading point 1. In Fitting center, select CAD Plugin > Move Multi. The Move dialog box opens 2. Select a point and drag it to the desired position. Other points and edges will move in proportion, affected by the pinned points and with respect to the original shape of the curves
Moving a leading edge u ”Move Multi” to move using a leading line 1. In Fitting center, select CAD Plugin > Move Multi. The Move dialog box opens 2. Select a line (between points) and drag it to the desired position. The entire line will move, keeping its original curve. Other points and edges will move in proportion, affected by the pinned points and with respect to the original shape of the curves
i Note: Use also the dynamic ruler for this action
Original
Point movement
Line movement For information about numeric movement, see Move point.
. Related Topics: CAD Plugin
Tracing Changes When changes are applied to pattern pieces, V-Stitcher can maintain a reference line, which shows the original curves before the modifications. Use this tool for assistance in modifying lines or curves
Viewing the original outlines before pattern modification u ”Trace Changes” to activate/deactivate (toggle on - off) the trace changes mode 1. On the Show tool bar click the Trace Changes button The original shape line, before modifications, is displayed in dotted light blue line 2. To remove the dotted line, release the button 3. Press it again to record the current state
. Related Topics: CAD Plugin
Smoothing Edges Reduce the amount of points on an edge
Removing extra points from an edge u ”Smooth Edge” to reduce superfluous points on an edge 1. In Fitting center, select CAD Plugin > Smooth Edge 2. Click a point on the relevant edge. The number of points on the edge is reduced by 20%. 3. Click again to reduce further. Continue as needed Note: Clicking an edge will not activate the function. A point on the edge must be selected
Too many points
First smoothing
Second smoothing
. Related Topics: Automatic edge smoothing while importing pattern files CAD Plugin
Free lines functions Draw multicolored lines in 2D, independent of shapes. Use as guide lines for pattern amendments. Cut shapes, trace new shapes and more. Convert 3D lines to Free lines. Free lines are also supported in Drawing mode
Free lines activities Drawing and deleting lines Moving and rotating lines Duplicating and flipping free lines Converting 3D lines to free lines Setting the color of a line Working with free lines’ points Free lines and shapes
. Related Topics: Fitting Center
Drawing and deleting free lines Draft free lines independent of other elements
Drawing a free line 1. 2. 3. 4. 5.
u ”Create” to draw a new free line In Fitting center, select Free Line > Create Click the desk. A point is drawn Click for the next point. A line segment is drawn Click again for more points as needed Press Esc to end the line creation process
i Note: The default point is a curve point. To draw straight points, hold the Control key while clicking
Deleting a free line u ”Delete” to remove a free line 1. In Fitting center, select Free Line > Delete 2. Click a line. The line is removed
. Related Topics: Free lines
Moving and rotating free lines Move or rotate free lines on the desk
Moving a free line u ”Move” to move a free line 1. In Fitting center, select Free Line > Move 2. Click a line. The line is selected and changes color to red 3. Drag the line as desired. The line is repositioned
i Note: Use Constrain and Nudge to restrict the movement Rotating a free line A free line may be interactively rotated u ”Rotate” to interactively rotate a free line 1. In Fitting center, select Free Line > Rotate. The cursor changes to 2. Click a line. The line is selected and changes color to red 3. Drag up or down. The line is freely rotated
i Note: Use the up and down arrows to rotate by one degree at a time
. Related Topics: Free lines
Duplicating and flipping free lines Duplicate and flip free lines as needed
Duplicating a free line u ”Clone” to duplicate a free line 1. In Fitting center, select Free Line > Clone 2. Click a line. The line is duplicated
Flipping a free line u ”Flip X or Flip Y” to flip a free line 1. In Fitting center, select Free Line > Flip X or Flip Y 2. Click a line. The line is flipped
. Related Topics: Free lines Duplicating 3D lines to become free lines
Converting 3D lines to free lines Convert a 3D line to a free line in order to slash shapes with it, or to trace shapes out of it Duplicating a 3D line to become a free line u ”Clone” to convert a 3D line to a free line 1. In Fitting center, select Free Line > Clone 2. On the 2D work area click a 3D line. The line is duplicated as a free line
. Related Topics: Free lines 3D Tools Center functions
Setting the color of a free line Set or modify a line color. Different colors may be used for different lines
Assigning a different color to a line 1. 2. 3. 4.
u ”Line Color” to set/modify a free line color In Fitting center, select Free Line > Line Color Click a line. The line is selected and changes color to red. The Free Line Color dialog box opens Select a color from the pallet, or define a new color using the color picker Click OK. The color of the line changes
. Related Topics: Free lines
Free lines points functions Move, delete, add and change the type of free line points
Free lines points activities Moving free lines’ points Deleting free lines’ points Adding free lines’ points Changing free lines’ points type
. Related Topics: Free lines
Moving free lines points Reshape free lines by moving points
Repositioning free line points u ”Move Point” to move a free line point 1. In Fitting center, select Free Line > Move Point 2. Click and drag a free line point. The point is repositioned and the line is reshaped
. Related Topics: Working with free lines’ points
Deleting free lines points Remove points from a free line
Remove free line points u ”Delete Point” to remove a free line point 1. In Fitting center, select Free Line > Delete Point 2. Click a free line point. The point is deleted and the line is reshaped
. Related Topics: Working with free lines’ points
Adding free lines points Add points to an existing free line
Adding curve, or straight points to free lines u ”Add Point” to add a free line point 1. In Fitting center, select Free Line > Add Point 2. Click a free line or next to it. A point is added and the line is reshaped
i Note: The default point is a curve point. To add a straight point, hold the Control key while clicking
. Related Topics: Working with free lines’ points
Changing free lines point type Switch a point from straight to curve or vice versa
Change a point's type 1. 2. 3. 4. 5.
u ”Point properties” to switch a free line point type In Fitting center, select Free Line > Point properties Click a free line point. The Point Properties dialog box opens with the current point type selected Under Type select Curve or Straight. The change takes effect immediately and the line is reshaped Repeat as needed for other points Click OK to close the dialog box
. Related Topics: Working with free lines’ points
Free lines and shapes Use free lines or 3D lines to create new shapes or to cut existing shapes
Free lines and shapes activities Generating shapes out of free lines Cutting a shapes with free lines
. Related Topics: Free lines
Generating shapes out of free lines Automatically completing a line to become a shape Manually closing a line to become a shape
i Note: to generate shapes of 3D lines, Duplicate them to become free lines first Automatically completing a line to become a shape
Free line
New shape
u ”Trace” to create a new shape from a free line 1. In Fitting center, select Free Line > Trace 2. Click a line. The two ends of the line are connected by a straight segment and a new shape is created
i Note: The original free line remains Manually closing a line to become a shape
Move point
New shape
1. 2. 3. 4. 5.
u ”Move Point” to create a new shape from a free line In Fitting center, select Free Line > Move Point Select the last point of the line Drag the last point towards to the first point of the line When the points are close enough, a white rectangle appears around them Release the mouse. The points are attached and a shape is created
i Note: The original free line disappears
. Related Topics: Free lines and shapes
Cutting shapes with free lines
Free line over a shape
The shape slashed with the free line
Cutting a shape with a free line Cutting a shape when the free line is crossing more than one shape
i Note: The line must clearly cross the outlines of the shape When using a converted 3D line, extend the line further, if necessary, so it crosses clearly the outlines of the shape
Cutting a shape with a free line 1. 2. 3.
4.
u ”Slash” to cut a shape using a free line Draw or move and/or rotate a free line over a shape, so the line crosses the shape completely In Fitting center, select Free Line > Slash Click the free line inside the shape boundaries. Both the free line and the shapes become selected and change color to red. A message appears:” keep original shape?” Select Yes or No.
a. If Yes, two new shapes are generated based on the original shape’s outlines and the cutting line. The original shape remains b. If No, two new shapes are generated based on the original shape’s outlines and the cutting line. The original shape disappears
Cutting a shape when the free line is crossing more than one shape 1. 2. 3. 4. 5.
u ”Slash” to cut a shape using a free line Draw or move and/or rotate a free line over a shape, so the line crosses the shape completely In Fitting center, select Free Line > Slash Click the free line out of the shapes’ boundaries. The free line becomes selected and changes color to red Now select the desired shape. The shape becomes selected and changes color to red. A message appears:” keep original shape?” Click Yes or No. a. If Yes, two new shapes are generated based on the original shape’s outlines and the cutting line. The original shape remains b. If No, two new shapes are generated based on the original shape’s outlines and the cutting line. The original shape disappears
. Related Topics: Free lines and shapes
Drawing functions Draw curves, lines, arcs circles and boxes. Extract shapes. Snap to objects is enabled for all drawing functions
Drawing activities Drawing working conventions Drawing a curved line Drawing straight lines Drawing a box Drawing a circle Drawing an arc based on 2 points Drawing an arc based on 3 points Duplicating elements Deleting elements Adding or deleting points Setting points properties Extracting a shape Measuring activities Reshaping elements Drawing mode Keyboard and mouse shortcuts
. Related Topics: Free lines CAD Plugin Fitting Center
Drawing working conventions Specific drawing basics and behavior, like the types of elements, selecting and moving elements, undoing, redoing and cancelling actions
Drawing conventions activities Drawing: element types Selecting elements Moving elements Accepting/cancelling actions Undoing/redoing actions Constraining mouse movement Snap to elements
. Related Topics: Interface basics and working conventions Drawing functions
Drawing: element types The different elements and their behavior in drawing mode
Elements in drawing mode The drawing mode is populated by two different types of elements which behave differently 1. Regular objects Exist in all modes and centers Points can be manipulated in drawing mode a. Lines i. Free lines Colored as defined by the user (Default Blue) b. Shapes: Colored Green i. Original garment pattern shapes ii. Shapes that were created using the VStitcher Shapes functions or traced from Free lines iii. Shapes extracted using the Extract Shape function of the draw menu c. Attachments: Colored White i. Shapes that are attached to other shapes: they appear in white and move together with the parent shape 2. Drawn objects: Only accessible in drawing mode Colored light Purple Are manipulated differently than regular objects Points cannot be manipulated a. Lines i. Straight separate lines ii. Continuous curved lines iii. Arcs b. Shapes i. Box ii. Circle
. Related Topics: Drawing working conventions Drawing functions Reshaping elements Interface basics and working conventions
Selecting elements Selected elements may be Shapes or lines
Selecting shapes or lines in Drawing mode u "Click" to select an element 1. Click a line. The line becomes dotted and the element is selected 2. To select more than one element: a. Hold the Shift button pressed and click other elements in succession. Each element is added to the selection. b. Drag a rectangle around several elements (all elements have to be fully inside the rectangle, to be selected)
Adding/Removing elements to/from an existing selection u "Click" to add/Remove elements to/from an existing selection Hold the Shift button pressed and click an element to add/remove it from the existing selection. Cancelling a selection u "Click" to cancel a selection Click a clear area of the 2D desk. The selection is canceled Drawing working conventions Interface basics and working conventions Drawing functions
. Related Topics:
Moving elements Move elements on the 2D work area
Repositioning elements in drawing mode u select & drag to move an element 1. Select an element 2. Drag the selected element to the desired position and release the mouse. The element is repositioned
i Note: Undo & redo are valid also for moving elements in drawing mode
. Related Topics: Drawing working conventions Drawing functions
Accepting/cancelling actions Some of the drawing functions need a finalizing action to execute them An activity may also be cancelled before it is executed
Finalizing drawing operations u To finalize continuous operations such as drawing lines or extracting shapes, press the Enter Key, or double click the mouse
Cancelling actions u To cancel any action before it's finalized press the Escape key
. Related Topics Drawing working conventions Drawing functions
Undoing/redoing actions Any action of the drawing functions may be undone or redone. The number of undo/redo is unlimited
Undoing actions u "Undo" to cancel an action 1. On the main tool bar click the 2. The last action is undone 3. Repeat to undo earlier actions
button, or press CTRL+Z on the keyboard
Redoing actions u "CTRL+Shift+Z" to redo an undone action 1. Press CTRL+Shift+Z on the keyboard 2. The last undone action is redone 3. Repeat to redo earlier actions
i Note: Redo currently is only available for the drawing actions
. Related Topics Drawing working conventions Drawing functions
Constraining mouse movement to predefined angles (Ortho) Constrain the mouse movement to 90 or 45 degrees angles during activities such as moving shapes or points, or during objects creation
Move or draw with constraint u "Space bar" to constrain mouse movement 1. While drawing or moving elements, press & hold the Space bar 2. Dotted lines appear which illustrate increments of 45 degrees and the mouse movement is constrained accordingly. 3. Release the space bar to stop constraining
i Note: Ortho is only available in drawing mode
. Related Topics: Drawing working conventions Drawing functions
Snap to elements in drawing mode Snap to different elements. When snapping, the cursor is "magnetized" to the object. Use it to verify exact position in relation to objects. This is available when creating or moving elements
Snap to these objects 1. 2. 3. 4.
Points Lines Lines intersections Anchor points (of circles, arcs etc...)
Snap cursor indication 1. 2. 3. 4.
Red Red Red Red
circle: when sliding along a line square: when in the vicinity of a point, or an anchor point X: when in the vicinity of an intersection of lines Triangle when in the vicinity of the center point of an arc
Snapping to points or lines u Snapping to elements 1. During the creation, or when moving an element, move the cursor close to one of the snap objects 2. The cursor shows the appropriate red snap indication and is snapped to the object a. If the object a line, you can drag in the vicinity of the line and cursor will slide accurately along the line b. If a point (any type), or lines intersection the cursor is "magnetized" to the precise position of the object u Avoiding snapping 1. Snapping cannot be turned off 2. To avoid snapping pull the cursor away from the object. The snap indication disappears and the mouse is free 3. To avoid snapping in close range, zoom closer
. Related Topics: Constraining mouse movement Drawing working conventions Drawing functions
Drawing a curved line Draw a continuous curved line. The result is a drawn object which can be reshaped and used to extract shapes with, or without intersections with other elements
Drawing a curved line interactively u "Curved line" to draw a continuous curved line 1. In Fitting center, select Draw > Curved line 2. Click the desk for the first point. The Draw Curve dialog box opens 3. Move the mouse to the position of the next point. A line is drawn. Click to position the next point 4. Repeat as needed for the next points. The curved line is drawn continuously 5. To finalize the action, press the Enter key, or double click while drawing the last point
Entering next points position numerically u "Curved line" to draw a continuous curved line numerically 1. In Fitting center, select Draw > Curved line 2. Click the desk for the first point. The Draw Curve dialog box opens 3. Press the Arrow Down key. The focus moves to dialog box in the X field. 4. Enter a value for the required distance of the X axis and/or use the up/down arrows to increase decrease the value. The X field is populated. 5. Press TAB to move to the Y field and enter the required distance in the same manner. The Y field is populated. 6. Press the Enter key. The next point is set. 7. Repeat as needed for additional points. The curved line is drawn continuously. 8. To finalize the action, press the Enter key.
i Note: Interactive and numeric points may be used in combination
. Related Topics: Drawing working conventions Drawing functions
Drawing straight lines Draw a straight segment, or a sequence of individual straight segments. The result is a drawn object which can be reshaped and/or used to extract shapes with, or without intersections with other elements
Drawing straight lines interactively u "Straight lines" to draw straight segments 1. In Fitting center, select Draw > Straight lines 2. Click the desk for the first point. The Straight lines dialog box opens 3. Move the mouse to the position of the next point. A line is drawn. Click to position the next point 4. Repeat as needed for additional straight segments. The segmented line is drawn continuously 5. To finalize the action, press the Enter key, or double click while drawing the last point
i Note: The segments are separate and may be moved individually Entering next points position numerically u "Straight lines" to draw straight segments numerically 1. In Fitting center, select Draw > Straight lines 2. Click the desk for the first point. The Straight lines dialog box opens 3. Press the Arrow Down key. The focus moves to dialog box in the X field. 4. Enter a value for the required distance of the X axis and/or use the up/down arrows to increase decrease the value. The X field is populated. 5. Press TAB to move to the Y field and enter the required distance in the same manner. The Y field is populated. 6. Press the Enter key. The next point is set. 7. Repeat as needed for additional points. The sequence of individual straight segments is drawn continuously 8. To finalize the action, press the Enter key
i Note: Interactive and numeric points may be used in combination
. Related Topics: Drawing working conventions Drawing functions
Drawing free lines in Drawing mode Create a free line in Drawing mode when a line which combines curve & straight points is needed
Creating Free lines in Drawing mode 1. 2. 3. 4. 5.
u ”Free Line” to draw a new free line In Fitting center, select Draw > Free Line Click the desk. A point is drawn Click for the next point. A line segment is drawn Click again for more points as needed Press Enter to end the line creation process
i Note: The default point is a curve point. To draw straight points, hold the Control key while clicking All other free lines functions are only available under free lines. To use them, exit the drawing mode and switch to Free Lines
. Related Topics: Drawing working conventions Drawing: element types Free lines functions
Drawing a box Draw a box. The result is a drawn object which can be reshaped and used to extract shapes with, or without intersections with other elements
Drawing a box interactively u "Box" to draw a box 1. In Fitting center, select Draw > Box 2. Click the desk for a top corner of the box. The Draw Box dialog box opens 3. Move the mouse, the box outline appears and is shaped according to the mouse movement 4. Click to finish and fix the box. The box is drawn
Completing the box numerically u "Box" to draw a box numerically 1. In Fitting center, select Draw > Box 2. Click the desk for a top corner of the box and release the mouse. The Draw Box dialog box opens for the position of the bottom corner 3. Press the Arrow Down key. The focus moves to dialog box in the X field 4. Enter a value for the required distance of the X axis and/or use the up/down arrows to increase decrease the value. The X field is populated. 5. Press TAB to move to the Y field and enter the required distance in the same manner. The Y field is populated. 6. Press the Enter key. The box is drawn
. Related Topics: Reshaping elements Drawing working conventions Drawing functions
Drawing a circle Draw a circle. The result is a drawn object which can be reshaped and used to extract shapes with, or without intersections with other elements
Drawing a circle interactively u "Circle" to draw a Circle 1. In Fitting center, select Draw > Circle 2. Click the desk for center of the circle. The Draw Circle dialog box opens 3. Move the mouse, the circle outline appears and is shaped according to the mouse movement 4. Click to finish and fix the circle. The circle is drawn
Drawing a circle numerically u "Circle" to draw a circle numerically 1. In Fitting center, select Draw > Circle 2. Click the desk for center of the circle and release the mouse. The Draw Circle dialog box opens. 3. Press the Arrow Down key. The focus moves to dialog box in the Radius field. 4. Enter a Radius value and/or use the up/down arrows to increase decrease the value. The Radius field is populated and the Diameter field is updated automatically. 5. Alternatively, Press TAB to move to the Diameter field and enter the required value in the same manner. The Diameter field is populated and the Radius field is updated automatically 6. Press the Enter key. The circle is drawn
. Related Topics: Reshaping elements Drawing working conventions Drawing functions
Drawing an arc based on 2 points Draw an arc by setting the width first and than it's depth. The result is a drawn object which can be reshaped and used to extract shapes by intersecting with other elements
Drawing a 2 points arc interactively u "Arc - 2 points " to draw an arc interactively 1. In Fitting center, select Draw > Arc - 2 points 2. Click the desk for the first point. The Draw 2 point arc dialog box opens 3. Move the mouse to the position of the second point and click. The arc width is established 4. Move the mouse to set the depth of the arc. The arc is shaped interactively 5. Click to finish. The arc is drawn
Drawing a 2 points arc numerically u "Arc - 2 points " to draw an arc interactively 1. In Fitting center, select Draw > Arc - 2 points 2. Click the desk for the first point and release the mouse. The Draw 2 point arc dialog box opens 3. Press the Arrow Down key. The focus moves to dialog box in the X field 4. Enter a value for the required distance of the X axis and/or use the up/down arrows to increase decrease the value. The X field is populated 5. Press TAB to move to the Y field and enter the required distance in the same manner. The Y field is populated. 6. Press the Enter key. The arc width is established and the dialog box to specify the depth opens 7. Press the Arrow Down key. The focus moves to dialog box in the Distance field. 8. Enter a value for the required distance and/or use the up/down arrows to increase decrease the value. The field is populated 9. Press the Enter key. The arc is drawn
i Note: Interactive and numeric points may be used in combination
. Related Topics: Reshaping elements Drawing working conventions Drawing functions
Drawing an arc based on 3 points Draw an arc by setting the first point, center point and end point. The result is a drawn object which can be reshaped and used to extract shapes by intersecting with other elements
Drawing a 3 points arc interactively u "Arc - 3 points " to draw an arc interactively 1. In Fitting center, select Draw > Arc - 3 points 2. Click the desk for the first point. The Draw 3 point arc dialog box opens 3. Move the mouse to the position of the center point and click. The center point is set and the arc outline appears 4. Move the mouse to position the end point. The arc is shaped interactively 5. Click to finish. The arc is drawn
Drawing a 3 points arc numerically u "Arc - 2 points " to draw an arc interactively 1. 1. In Fitting center, select Draw > Arc - 3 points 2. Click the desk for the first point and release the mouse. The Draw 3 point arc dialog box opens 3. Press the Arrow Down key. The focus moves to dialog box in the X field 4. Enter a value for the required distance of the X axis and/or use the up/down arrows to increase decrease the value. The X field is populated 5. Press TAB to move to the Y field and enter the required distance in the same manner. The Y field is populated. 6. Press the Enter key. The center point is set and the arc outline appears 7. Repeat the process for the end point of the arc 8. Press the Enter key. The arc is drawn
i Note: Interactive and numeric points may be used in combination
. Related Topics: Reshaping elements Drawing working conventions Drawing functions
Duplicating elements Duplicate an element or a selection of elements. Both drawn elements and regular shapes may be duplicated
Duplicating an element u "Shift + drag" to duplicate an element 1. In Fitting center, select Draw. The drawing mode is active 2. Select an element, or several elements. The elements appear as selected 3. Hold the Shift key and drag a selected outline. The selection is duplicated and moves along with the mouse 4. Release the mouse. The duplicated element(s) is(are) positioned
. Related Topics: Drawing functions
Deleting elements Delete an element or a selection of elements. Both drawn elements and regular shapes may be deleted
Removing an element u "Delete" to remove an element 1. In Fitting center, select Draw. The drawing mode is active 2. Select an element, or several elements. The elements appear as selected 3. Press the Delete key. The selection is deleted
. Related Topics: Drawing functions
Adding or deleting points Add or delete points from shapes outlines. Adding or deleting points is only possible with regular shapes
Adding points u "Add point" to add a point on the outline of a shape 1. In Fitting center, select Draw the drawing mode is active 2. Select a shape and press Add point 3. Click the outline. A point is added
i Note: Alternatively press Control and click the shape's outline. A point is added Deleting points u "Delete point" to remove a point from the outline of a shape 1. In Fitting center, select Draw the drawing mode is active 2. Select a shape and press Delete point 3. Click a point. The point is deleted
i Note: Alternatively press Control and click a point. The point is deleted
. Related Topics: Drawing functions
Setting points properties Switch points types from curve to straight or vice versa. Set a point as corner or non corner. Setting points properties is only possible with regular shapes
Toggle points types from curve to straight or vice versa u "Set Point Type" to switch a point's type 1. In Fitting center, select Draw the drawing mode is active 2. Select a shape and press Set Point Type 3. Click a point. The point is type is switched
i Note: Alternatively double click a point. The point is type is switched Set points as corner or non-corner u "Set Corner" to switch a point's attribute from corner to non-corner or vice versa 1. In Fitting center, select Draw the drawing mode is active 2. Select a shape and press Set Corner 3. Click a point. The point's attribute is switched
i Note: Alternatively press Alt and double click a point. The point's attribute is switched
. Related Topics: Drawing functions
Extracting a shape Extract shapes out of any combination of elements. A shape may be extracted out of any closed area defined by outlines of one, or several different elements. The new shape to be extracted may use one, or several adjacent such areas. The result, is a regular shape which may be used normally in VStitcher
Generating shapes in drawing mode
1. 2. 3. 4. 5.
u "Extract shape" to create a new shape out of one or more elements Position the combination of elements as needed In Fitting center, select Draw > Extract shape Click inside a closed area bordered by elements. The area is designated by a black and white pattern Repeat as needed in adjacent closed areas. The additional areas are added to the selection designated by a black and white pattern Press Enter or double click. A new shape is created and appears next to the selected area
Combination of elements designating closed areas
Selected areas define new shape
i Note: All selected areas must be perfectly closed Multiple areas must be adjacent to be selected
. Related Topics: Drawing functions
New shape created
Measuring Tools Measure distance between any two points. The result is displayed in 2D Measure partial or full shape circumference Measure shape area Move, place and resize the measurement markers Keep measurements visible or hidden Measurement lines may be attached to existing points and move with them Measurements are updated dynamically Measurement lines are saved with the garment file
Measuring activities Measuring two points Resizing 2 Points measurement lines Measure circumference Measuring area Measuring working conventions and principals Repositioning measurement lines
. Related Topics: Ruler functions Drawing functions
Measuring two points Create new measurement lines to measure the distance between any two points
Generating a 2 points measurement marker u "Measure 2 points" to create a new measurement line 1. In Fitting center, select Draw > Measure 2 points 2. Click for the first point and move the mouse towards the next point. A yellow, double arrowed interactive measuring line is drawn along with the mouse cursor. The distance is displayed along the line 3. Click for the second point. The new measure line is created
. Related Topics: Resizing 2 Points measurement lines Measuring working conventions and principals Measuring activities
Resizing 2 points measurement lines Resize measurement lines as needed by dragging their anchor points. The measurement distance is updated interactively.
Moving measurement lines anchor points u Drag an anchor point to a new position 1. In Fitting center, select Draw. Drawing mode is activated 2. Click a measuring line. The line becomes dotted to indicate it is selected 3. Drag one of the anchor points. The point can be moved freely. the measurement is updated interactively
i Note: Anchor points can only be moved when their measurement line is selected Anchor points which are attached to elements points, cannot be moved. They can only be moved with the element Moving a free anchor point, it can snap to elements points or lines but it cannot be attached to them. To attach and create dependency, draw a new measurement line as needed
. Related Topics: Measuring activities
Measuring circumference Measure full, or partial shape circumference. The circumference marker is designated by a circular arrow icon next to the measurement ( ). Circumference can be only applied to existing shape's points The full circumference measurement marker is attached to the center of the shape's bounding box The partial circumference measurement is attached to the two points selected, with an arrow pointing to the second selected point. Partial circumference measurement is always taken in a clockwise direction around the shape's outline, from the first point to the second point selected The order of selecting the two points determines which segment of the shapes outline is measured Circumference measurements may be repositioned
Measuring a shape's full circumference u "Measure Circumference" to display a shape's entire circumference 1. In Fitting center, select Draw > Measure Circumference 2. For the required shape, click a point twice. The measurement marker appears
Measuring a shape's partial circumference u "Measure Circumference" to display a partial circumference 1. In Fitting center, select Draw > Measure Circumference 2. For the required shape, click a point 3. On the same shape, click a second point. The measurement marker appears with an arrow pointing to the second selected point
i Note: Prior to the circumference measurement, the measured shape may be selected, or not If selected, its points are visible and easier to select If not selected, hover over the outline. A point hovered over, will be highlighted in red
. Related Topics: Repositioning measurement lines Measuring activities
Measuring area Measure shapes area The area measurements are displayed in square centimeters The measurement marker is attached to the center of the shape's bounding box The measurements may be repositioned
Displaying the area of shapes u "Measure Area" to create a new area measurement marker 1. In Fitting center, select Draw > Measure Area 2. Select a shape. The measurement marker appears
. Related Topics: Repositioning measurement lines Measuring activities
Measuring working conventions and principals Measurements are only available in Drawing mode Hide or show measurement markers using the main menu > View > Show options
Creating new measurement markers Measurements links and dependency to shapes Snap to points is available when creating new measurements Clicking an existing point will affect dependency of the measurement to that point. Later on, moving that point will affect the measurement When a measurement has dependency to a point, it cannot be unlinked. The only way to unlink it is to delete the measurement and create a new one without dependency If a measurement anchor point is created on an edge but not on a point, it will not be attached to the edge and will have no dependency to it
Repositioning measurement markers Snap to points and lines is available when repositioning existing measurement lines Repositioning a measurements anchor point on a new point will not attach it to the point and no dependency will take effect To create dependency a new measurement should be created
Deleting a measurement marker u "Delete" to remove a measurement 1. In Fitting center, select Draw. Drawing mode is activated 2. Click a measurement. The lines becomes dotted to indicate it is selected 3. Press Delete on the keyboard. The measurement is deleted
i Note: Partial circumference markers may be disrupted when adding or deleting points for the shape out of the drawing mode. To avoid it, add or delete points in drawing mode in such cases
. Related Topics: Measuring activities
Repositioning measurement markers Reposition measurement lines as needed by dragging them. The measurement value remains fixed.
moving measurement markers u Drag a measurement to reposition it 1. In Fitting center, select Draw. Drawing mode is activated 2. Click a line, circumference or area measurement. The lines becomes dotted to indicate it is selected 3. Drag the measurement. The measurement moves
4. Release the mouse to fix the new position
. Related Topics: Measuring activities
Reshaping elements Reshape drawn elements or regular shapes in drawing mode
Reshaping in drawing mode Moving points Reshaping Regular shapes Reshaping lines Reshaping a box Reshaping a circle Reshaping an arc
. Related Topics: Element types Drawing functions
Moving points Moving points in drawing mode is done intuitively without any special function
Moving a point in drawing mode u Select & drag to move a point 1. In Fitting center, select Draw the drawing mode is active 2. Select a shape. The shape is selected with its points revealed 3. Select a point and drag it to a new position. The outline changes accordingly
i Note: Drawn objects' points react differently to moving than regular shapes' points. See each element reshaping options for details
. Related Topics: Drawing functions Reshaping elements
Reshaping Regular elements Reshaping regular elements in drawing mode is done basically by moving points. Regular elements may also be shaped using the CAD Plugin functions
Reshaping regular elements in drawing mode u Select & drag to move a point 1. In Fitting center, select Draw the drawing mode is active 2. Select an element. The element is selected with its points revealed 3. select a point and drag it to a new position. The outline changes accordingly
i Note: to reshape with the help of pins or the Dynamic Ruler, use the CAD Plugin functions
. Related Topics: Reshaping elements CAD Plugin functions
Reshaping a line Move any of the curved line's points to reshape it. To reshape a straight line, move its end points
Reshaping lines u Select & drag to move a point 1. In Fitting center, select Draw the drawing mode is active 2. Select a line. The line is selected with its points revealed 3. Select a point and drag it to a new position. The line changes accordingly
i Note: moving the center point of a straight line will move the whole line
. Related Topics: Reshaping elements
Reshaping a box Move any of the box corners to reshape it. A box always keeps its rectangular structure
Reshaping boxes u Select & drag to move a point 1. In Fitting center, select Draw the drawing mode is active 2. Select a box. The box is selected with its points revealed 3. Select a corner and drag it to a new position. The box is reshaped accordingly
. Related Topics: Reshaping elements
Reshaping a circle Move any of the circle's 4 points to reshape it. The circle is interactively resized A circle always keeps its circular structure
Reshaping circles u Select & drag to move a point 1. In Fitting center, select Draw the drawing mode is active 2. Select a circle. The circle is selected with its points revealed 3. Click a point and drag it. The circle is resized interactively
i Note: Moving the center point of an circle will reposition the whole circle
. Related Topics: Reshaping elements
Reshaping an arc Move any of the arc's points to reshape it. An arc always keeps its arc structure
Reshaping arcs u Select & drag to move a point 1. In Fitting center, select Draw the drawing mode is active 2. Select an arc. The arc is selected with its points revealed 3. Select a point and drag it. The arc changes accordingly
i Note: Moving an arc's end point will change its width Moving an arc's Mid point will change its depth Moving the axis point of an arc will reposition the whole arc
. Related Topics: Reshaping elements
Drawing mode keyboard and mouse shortcuts A list of all drawing mode shortcuts
Keyboard and mouse shortcuts in drawing mode Points 1. Toggle corner/non corner: Alt and double click 2. Toggle Curve/straight: double click 3. Toggle add/delete points: Control Click
Shapes / elements 1. Delete selected element: Delete 2. Duplicate selected element: Shift + drag 3. Finalize drawing/extracting: Double click, or Enter
. Related Topics: Drawing functions
Neckline Stretch Test The Neckline Stretch Test is a system for calculating neckline stretch with relation to the head circumference. This function will indicate if the neckline designated will pass easily over the wearer’s head, or not, based on the current avatar’s head perimeter, or a different head size chosen by the user
i Note: This test is designed for closed neck garments such as T shirts or Turtle necks The maximum stretching capability of the fabric has to be tested beforehand The test depends on user input of neckline edges and fabric stretch limit value
Neckline Stretch test activities Testing neckline stretch Testing the fabric’s stretch limit
. Related Topics:Fitting Center
Testing neckline stretch Follow the neckline stretch testing procedure, step by step to get the required results
Running the neckline stretch test u ”Neckline stretch test” to activate the test 1. In Fitting center, select Neckline Stretch test > Neckline Stretch test. The Neckline Stretch test dialog box opens
2. Select an edge or several edges which make up the whole of the garment neckline. The edges numbers appear in the Selected Neckline Edges box and the Neckline length box shows the total designated neckline length. If needed, press the Clear last button to clear the last selected edge, or Clear All to clear all selected edges. 3. Input the stretch limit result number into the Fabric stretch limit box. (Press the (?) Button to display Stretch test instructions) 4. The Head perimeter box shows the head girth of the current avatar, if required, enter a different head dimension. 5. Click the Calculate button. The calculation takes place and the result is displayed in the Calculation result box:
This means that the neckline is basically OK. The head should easily go through the designated neckline
This means that the head may not go easily through the neckline. The user
is advised to consider amending the garment
This means that the neck line is probably too tight for the designated head. The user is advised to amend the garment
i Note: • Select the appropriate neck line edges: either the neckline or the neck band (if applicable) focusing on the less elastic of the two. • It is possible to test also the effect of the seam on the neck line. If this is required, include the seam in the tested fabric piece.
. Related Topics:
Neckline Stretch test
Smocking Functions Smocking is a series of evenly spread shrink lines which are applied on specific areas of a garment
Smocking activities Assigning Smocking Removing Smocking Modifying Smocking properties The Smocking Dialog box and options
. Related Topics: Shrink Line
Assigning Smocking Apply the smocking effect to a shape
Effect smocking on a shape u "Create" to apply smocking 1. In Fitting center, select Smocking > Create and select a shape. The Smocking dialog box opens
2. Set the Smocking options as needed and click the OK button. The smocking lines show in 2D. The result will be seen on the simulated garment
i Note: For graded shapes, apply smocking individually to each size!
. Related Topics: The Smocking Dialog box and options Smocking Functions
Removing Smocking Remove the smocking effect from a shape
Deleting Smocking u "Delete" to remove smocking 1. In Fitting center, select Smocking > Delete 2. Click one of the smocking lines on a shape. The smocking is removed
. Related Topics: Smocking Functions
Modifying Smocking properties Editing smocking settings and options
View or modify the Smocking u "Properties" to change smocking options 1. In Fitting center, select Smocking > Properties 2. Click one of the smocking lines on a shape. The Smocking dialog box opens 3. Modify and adjust the settings as needed and click the OK button. The smocking is updated. The result will be seen on the simulated garment
. Related Topics: The Smocking Dialog box and options Smocking Functions
The Smocking dialog box and options Assign, modify or adjust the smocking settings u To open the Smocking dialog box see: Modifying Smocking properties
Angle Determining the smocking lines angle u "Angle" to set the smocking lines angle in relation to the shape's grain line 1. Enter a value in the Angle box 2. A value of 0 will result in smocking lines which are parallel to the grain line of the shape
Shrink Percentage Setting the smocking lines shrink value u "Shrink Percentage" to set the Smocking shrink percentage Enter a value in percents in the shrink box
Margins Setting the margin from any, or all of the shape's edges, if needed. The function displays the shapes' edge numbers in red on the desk u "Margins" to set the distance of the Smocking lines from an edge 1. From the Edge list, select an edge number and click on the margin field. The number becomes editable 2. Set the desired distance 3. Repeat for other edges if needed
Method Determining the lines distribution. Select between No. of shrink lines and Defined Interval Setting the smocking method by the total number of shrink lines u "No. of shrink lines" to set by the number of lines 1. Enter a number in the No. of shrink lines box 2. The shape will be covered by shrink lines at the number specified, spaced evenly Setting the smocking method by the size of the space between them u "Defined Interval" to set by a constant interval in cm 1. Enter a number in the Defined Interval box which determines the desired space between the smocking lines 2. The shape will be covered by shrink lines at the interval specified a. Set the smocking starting point. The lines distribution method will be applied accordingly
Setting the smocking starting point (when specifying an interval) u "Top/right or Bottom/left" to define the smocking disposition starting point 1. Under Start From select Top/right or Bottom/left 2. The smocking layout method selected will start as defined
i Note: The lines layout is also influenced by the Margins and Angle definitions
. Related Topics: Modifying Smocking properties Smocking Functions
Seam Center menus Seam center handles, the edges preparation for the stitching of the pieces, the application of edge properties (shrink values etc…), the actual stitching and the assignment of trims to edges
Seam Center activities Defining Corners Edges Special Edge Stitching Edge Texture Edge texture Finish Options
. Related Topics: Activity Centers
Defining Corners A corner point is a point represented by a white rectangle. Corner points separate adjacent edges of a shape.
Corner activities Grouping edge segments Ungrouping edge segments Inserting Corners points Relate Markers
. Related Topics: Seam Center
Grouping edge segments Hide corner points in order to merge separate adjacent edge segments into one continuous edge
Merging a sequence of edge segments into one u ”Group” to merge adjoining edges 1. In Seam center, select Corners > Group 2. Select the two edges to be grouped consecutively, or use the multi selection rectangle to drag around several edges at once. The edges are merged
. Related Topics: Defining Corners
Ungrouping edge segments Reveal hidden corner points
Dividing an edge to several separate segments u ”Ungroup” to reveal corner points 1. In Seam center, select Corners > Ungroup 2. Select a line to reveal its hidden corner points, or use the multi selection rectangle to drag around several lines at once. New corner points emerge, dividing the edge into two, or more edges
. Related Topics: Defining Corners
Inserting Corner points Insert a corner point at a specified distance on a line
Add a corner point at a precise distance u ”Insert” to insert a corner point 1. In Seam center, select Corners > Insert 2. Select a line. The Insert dialog box opens
3. In the Direction drop down menu, select ClockWise or Counter ClockWise. ClockWise will calculate the applied distance on the line in a clockwise direction and vice versa 4. In the Dist box, enter the desired distance. A corner point is created
i Note: On symmetric pieces, corners are added automatically with respect to the direction of the symmetry
. Related Topics: Defining Corners
Relate Markers Rotate and position a shape with relation to another shape's points or markers
Position a shape on another, based on the target shape's points u ”Relate Markers” to rotate and position a shape 1. In Seam center, select Corners > Relate Markers 2. Select two points on the shape to be positioned 3. Select two points on the main shape. The child shape is rotated and placed on the parent according to the designated points
i Note: Symmetric dependent shapes will be rotated accordingly (but not moved)
Before
After
. Related Topics: Defining Corners
Edges functions An edge is a segment on the outline of a shape which exists between two corner points. Apply seam allowance, Shrink value, Shrink depth, Force multiplier, Edge Textureand Thickness shape to edges
Edges activities Edges selection Applying Shrink values to Edges Assigning seam allowance Edge Properties Setting the edge thickness shape Edge Force multiplier Edges depth 2D color indication
i Note: Seam allowance, as well as other edge properties can be defined before or after stitching the pieces
. Related Topics: Seam Center
Edges selection Select an edge or several edges
Edges selection options u "Click" to select a single/multiple edge(s) 1. Select the desired edge function first 2. Click a single edge, the edge changes color to red 3. Drag a rectangle around the relevant edges. The selected edges change color to red. Edges of multiple shapes may be included 4. Alternatively, click the relevant edges consecutively. The selected edges change color to red u "Click" to add/ remove edges form the existing selection Clicking an already selected edge will remove it from the selection Click again to reselect
. Related Topics: Edges Interface basics and working conventions
Applying Shrink values to Edges Assign shrink percentage to an edge. The effect will take place in the simulation
Making an edge shrink in the simulation u ”Shrink” to apply shrink to an edge 1. In Seam center, select Edges > Shrink 2. Select the appropriate edge/s. The Shrink dialog box opens
3. In the Shrink box, enter a shrink value in percents 4. For a wider area (for example, wide rubber band), enter the depth of the area in the Depth box
. Related Topics: Edges
Assigning seam allowance Define the net shape by inserting the appropriate seam allowance value, where needed. V-Stitcher simulates the net pieces, imitating reality, where the seam allowance extra fabric is not relevant to the finished garment
Reducing seam allowance from the pattern u ”Allowance” to define seam allowance value to an edge(s) 1. In Seam center, select Edges > Allowance. The Allowance dialog box opens
2. Select the relevant edge/s in the garment 3. In the Allowance dialog box, enter the appropriate seam allowance value
i Note: It is recommended to remove seam allowance in the CAD system before exporting the DXF to V-Stitcher. This will eliminate the need to assign seam allowance values to the shapes, as well as facilitate other processes in VStitcher Shape with assigned seam allowance may also be "cropped" of the seam allowance areas if needed.
. Related Topics: Switching to sew lines Edges
Edge Properties Display all the different edges parameters: Shrink, Force Multiplier, Depth and Allowance, as well as the name of the edge texture assigned to the current edge(s) and the Thickness Finish. Some of the edge properties can be altered via the Edge Properties dialog box. These are: Shrink, Force Multiplier, Depth and fabric Thickness Finish shape
Viewing or modifying edge properties u ”Properties” to view the properties of an edge(s) 1. In Seam center, select Edges > properties. The properties dialog box opens 2. Click an edge to view its properties. For edges selection options see: edge selection
. Related Topics: Edges Setting the edge thickness shape
Setting the edge thickness shape Edge thickness shape may be defined as Rounded, Double Rounded or Flat (default)
Edge thickness shapes
Rounded
Double Rounded
Flat
Determining edges fabric thickness shape 1. 2. 3. 4.
u "Properties" to set the thickness shape In Seam center, select Edges > properties. The properties dialog box opens Select an edge to view its properties From the Thickness Finish drop down menu select the required shape. The edge shape is applied. The effect takes place on the simulated garment
i Note:
Fabric thickness value must be applied beforehand Known limitation: Images with alpha channel transparency may not display the thickness properly
. Related Topics Edge Properties Fabric Thickness basics Simulation topics
Edge Force multiplier The Edge Force Multiplier parameter simulates extra fabric thickness and stiffness at the relevant garment edges where fabric is being folded and stitched
Assigning extra strength to edges u ”Force Multiplier” to reinforce an edge 1. In Seam center > Edges click Force Multiplier. The Force multiplier dialog box will appear. 2. Select edge(s) 3. In the Force Multiplier dialog box enter the number of times fabric is folded (default 1: single fabric layer. 2: two fabric layers etc…) 4. In the Depth dialog box enter the appropriate depth for the effect
. Related Topics: Edge Properties Edges
Edges depth 2D color indication Show/hide edges depth color indication in 2D. The depth is displayed in its accurate size parallel to the edge. Semi transparent colors indicate the depth of the shrink and/or force multiplier The shrink depth is indicated in semi transparent yellow The force multiplier depth is indicated in semi transparent purple When both shrink and force multiplier are applied, they are seen through each other, depending on their width The edges depth indication can be displayed on top of the fabric & edge textures or independently, by showing or hiding the fabric & edge textures using the Show tool bar
Showing/hiding Depth Color indication u "Show edge depth" to show/hide the edges depth 1. On the Show tool bar press the button. The depth color indication appears. 2. Release the button to hide the indication.
i Note: The edges depth 2D color indication can only be viewed for shapes with assigned fabric
. Related Topics: Show tool bar Edges functions
Special Edge functions Create special edges, which serve as sew lines within a shape, without changing the shape’s original outlines Functionality
preparing the actual sew line for simulation in cases which cannot be handled by regular seam allowance Examples
Excluding folding elements Creating darts Dealing with cut line corners Getting the correct sew lines whenever needed Slicing shapes
i Note: when exporting the style to the CAD system, the special edges appear as internal lines on the pattern pieces
Special edge activities Creating a special edge Deleting a special edge Determining which side of the line is active Adding points Removing points Moving points Preparing Darts Modifying shapes
. Related Topics Seam Center
Creating a special edge How to draw the special edges lines
Drawing special edges 1. 2. 3. 4. 5.
u ”Create” to prepare a special edge In Seam center select Special Edge > Create Click inside the designated shape, and mark the needed line, point by point On the main tool bar press Clear or, on the keyboard Esc to finish the edge creation process A new sew line is created and a new net shape defined in clockwise direction If needed, select Direction to toggle which side of the line is active and which passive
i Note: The passive side of the line will appear as seam allowance. Special edge corner points appear in a different color (Green) than the regular corner points (White)
Before
Special edge line
Result
. Related Topics: Special Edge
Deleting a special edge Remove special edges
Removing special edges from shapes u ”Delete” to delete a special edge 1. In Seam center, select Special Edge > Delete 2. Select the line to be deleted. The line is deleted and the shape returns to it's original state
. Related Topics: Special Edge
Determining which side of the line is active Toggle: which side of the line will be active or passive
Selecting the direction of the special edge effect u ”Direction” to flip sides 1. In Seam center select Special Edge > Direction 2. Select a line and press Esc. The sides are flipped.
Before
After
. Related Topics: Special Edge
Adding Special edges points Points can be added on the line or close to the line
Adding points to the special edge u ”Add point” to add point to a special edge 1. In Seam center select Special Edge > Add point 2. Click a special edge line (or in close proximity to the line). A new point is added and the line is reshaped
. Related Topics: Special Edge
Removing special edges points u ”Remove point” to remove a point from a special edge 1. In Seam center select Special Edge > Remove Point 2. Click the point 3. The point is deleted and the line is reshaped
. Related Topics: Special Edge
Moving special edges points Reshape special edges by moving their points
Repositioning points of special edges u ”Move point” to reposition a point of a special edge 1. In Seam center select Special Edge > Move Point 2. Click the point and drag to the desired position. The point is repositioned
i Note: for numeric point movement, Fitting center >Cad Plugin > Move Point can be used as well as the dynamic ruler
. Related Topics: Special Edge
Preparing Darts with special edges Special edges are very useful to create darts in VStitcher as they do not actually cut the pattern
Effecting darts with special edges u To prepare a dart using the special edge 1. Repeat the edge creation steps while following illustration below:
1. Imported piece with Dart markers
2. Select 1st Point on the perimeter
3. Select the drill point.
4. Select 2nd point on the perimeter
5. Result: Dart created, original shape is not changed
i Note: to be able to stitch the dart, use Cad plugin > Point’s attributes. Click the point at the sharp corner of the dart and change it to be a corner point. Now the line is divided in two and the segments can be stitched.
. Related Topics: Special Edge
Modifying shapes using special edges Special edge may be also used to modify shapes or to draw style lines. Here is an example
Manipulating shapes with special edges u To modify a shape using Special edge 1. Create a special edge
2. Copy the shape
3. set the right Direction for each of the shapes
4. Stitch pieces
. Related Topics: Switching to sew lines Special Edge
Stitching functions Stitch shapes, dots and internal stitches. Check and control the stitches
Stitching activities Symmetrical stitching Stitches 2D display Regular Stitch Stitching one edge to multiple edges Creating Internal Stitches Stitching point to point Deleting a Stitch Flipping Stitches Listing and controlling stitches
. Related Topics: Seam Center
Symmetrical stitching No need to stitch symmetric pieces, once edges are stitched, the symmetric edges are automatically stitched as well.
i Note: This is only applied to regular stitches. For other kind of stitches, stitch the symmetric edges manually.
. Related Topics: Stitching
Stitches 2D display Stitches graphic display
Stitch number Each stitch is identified by a number in pale light blue color. The same stitch number appears next to both stitched edges. These numbers are always visible.
Stitch direction A stitch is highlighted in a blue to white gradient color to show its beginning and end in 2D. This makes it clearer to verify complicated/flipped stitches. This highlight is displayed: Right after the stitch creation (until creating another stitch, or switching to another function) When displaying the stitch properties When checking the stitches When flipping a stitch For all stitches at once with the Show tool bar button. (Show/hide all stitches)
. Related Topics: Stitching
Regular Stitch Imitate the actual stitching action for joining the different pattern pieces together
Stitching pattern pieces edges u ”Regular” to create a regular stitch 1. In Seam center, select Stitch > Regular. The Regular dialog box opens and the mouse cursor changes to
a needle
2. Click the first edge and then the second edge, or drag a rectangle surrounding the relevant edges. 3. Yellow lines show the connecting points between stitched edges and the edges are highlighted with a lucid blue-to-white gradient color, to emphasize the beginning and the end of the stitch. The stitch number appears next to both edges in pale light blue
. Related Topics: Stitching
Stitching one edge to multiple edges One edge may be stitched to two edges, or more, automatically dividing the single edge to the number of the multiple segments with respect to the multiple edges proportions
Automatically calculating the stitching of one edge to several others 1. 2. 3. 4.
u ”Multiple” to Stitch one edge to multiple edges In Seam center, select Stitch > Multiple. The Multiple dialog box opens (similar to the Regular dialog box) Click the single edge first Click the multiple edges one after another in clockwise direction To finish click the desktop. The stitches are created
. Related Topics: Stitching
Creating Internal Stitches Stitch an edge to any two points. A stitch will be virtually created in the simulation following the curve of the edge, from point to point. The two points may be internal points or points on the outline
Stitching an edge to two points u ”Internal Stitch” to create internal stitches 1. In Seam center, select Stitch >Internal Stitch. The Internal Stitch dialog box opens 2. Click the edge first and then the two relevant points. The stitch is created 3. In 3D in pre simulation, the stitch is displayed following the curve of the edge
i Note: The default internal stitch follows the shape of the curved edge. It is possible to change this behavior and run the stitch along a straight line between the two points. For that use the stitch properties:
. Related Topics: Stitching
Stitching point to point Stitch internal points, one to another. For example to simulate buttoned garments and more
Stitching two internal points u ”Dot Stitch” to stitch point to point 1. In Seam center, select Stitch > Dot Stitch 2. Click the relevant points. A stitch is created and marked with yellow lines
. Related Topics Stitching
Deleting a Stitch Delete a stitch. All the different types of stitches are deleted with this function
Removing stitches u ”Delete” to delete a stitch 1. In Seam center, select Stitch > Delete 2. Click a stitched edge, an internal point, or drag around several stitches. A message opens, asking confirmation 3. Click Yes. The stitch(s) is (are) deleted
. Related Topics Deleting stitches from the ”Verify List” Stitching
Flipping Stitches Flip the direction of the stitch (from the start point to the endpoint and vice versa)
Changing the direction of the stitch u ”Flip” to flip the direction of a stitch 1. In Seam center, select Stitch > Flip 2. Click the stitched edge. Yellow lines show the redirection of the stitch
. Related Topics: Flip Stitches directly from the verify list Stitching
Listing and controlling stitches List & check stitches
Stitches controlling activities Stitch Properties Internal stitch properties Checking the Stitches Deleting stitches from the ”Verify List” Flip Stitches directly from the verify list Checking the stitches in 3D
. Related Topics: Stitching functions
Stitch Properties View stitch properties as well as a visual indication of the stitch
Viewing stitches information u ”Properties” to view the properties of a stitch 1. In Seam center, select Stitch > Properties. The Properties dialog box
opens __ 2. Click a stitched edge 3. The stitch is designated by yellow lines and the relevant edges are highlighted with a lucid blue-to-white gradient color 4. The Properties dialog box is showing a. ID:The stitch ID b. A-Shape, B-Shape: The involved shapes ID’s c. Internal stitch drop down list. Only for internal stitches. i. None: indicates that the selected stitch is not an internal stitch ii. Follow Curve: The internal stitch follows the shape of the curved edge iii. Straight: Runs the internal stitch along a straight line between the two points
. Related Topics Internal stitch properties Listing and controlling stitches
Internal stitch properties Select between two options: Follow curve or straight
Controlling internal stitches behavior 1. 2. 3. 4.
u ”Properties” to view or change the internal stitch line In Seam center, select Stitch > Properties. The Properties dialog box opens Click an internal stitched edge The stitch is designated by yellow lines and the relevant edges are highlighted with a lucid blue-to-white gradient color The Properties dialog box is showing:
a. ID:The stitch ID b. A-Shape, B-Shape: The involved shapes ID’s c. Internal stitch: only for internal stitches. i. None: indicates that the selected stitch is not an internal stitch ii. Follow curve: the stitch will be formed according to the edge shape between the two points iii. Straight: the stitch will force the edge into a straight line between the two points 5. Select the appropriate option 6. The effect takes place in the simulation and the can be viewed in the pre simulation stage
. Related Topics Listing and controlling stitches
Checking the Stitches View a list of all stitches, including their length, and a comparison of the lengths of every stitched pair in the garment. When stitched edges have equal lengths, the Delta is 0. When a line is selected in the list, the corresponding stitch and its edges are highlighted on the 2D desk.
Viewing and controlling all the garment stitches u ”Verify List” to open the list of all stitches 1. In Seam center, select Stitch > Verify List. The Verify Stitches dialog box opens
2. Check the list to see the information and Delta 3. Select a line in the list. The corresponding stitch is highlighted on the desk 4. When done checking, click OK. The dialog box closes
Deleting and flipping stitches using the verify list Deleting stitches from the ”Verify List” Flip Stitches directly from the verify list
. Related Topics Listing and controlling stitches
Flip Stitches directly from the verify list It is possible to flip stitches from the Verify Stitches interface. This is especially useful when edges are stitched to multiple other edges which make it hard to select the right stitch to flip Using the ”Verify List” to flip stitches u ”Verify List” to flip stitches 1. In Seam center, select Stitch > Verify List. The Verify Stitches dialog box opens
2. Select a line in the list. The corresponding stitch is highlighted on the desk 3. Click the Flip Button. The stitch is flipped
. Related Topics: Listing and controlling stitches Flipping Stitches
Checking the stitches in 3D Validate and view the stitches in the pre simulation stage before you run the simulation
Verifying the stitches before the simulation u "Dress" to view the stitches before the simulation 1. On the main toolbar, press the Dress icon
2. The garment is brought to the pre simulation stage with the stitches indicated by yellow lines 3. look around the garment to make sure all the stitches are OK. If not fix them in 2D and check again.
i Note: At this stage you are able to view the effect of the internal stitches options: (curved or straight)
. Related Topics: Listing and controlling stitches Pre simulation activities
Edge Texture functions Edge textures are images that are tiled along the edges of shapes. Use for stitches, trims and effects
Edge Texture activities Creating a new edge Texture Importing Edge Textures Deleting Edge Textures Editing Textures Assigning texture to an edge Removing a texture from an Edge Distancing an edge texture from the edge Copying Edge Textures Renaming Edge Textures Seam Thickness & coverage options Controlling edge textures meeting at corner points Texture activities for Face and Back images
i Note: Edge texture Face and back images may be handled separately
. Related Topics: Seam Center
Creating a new edge Texture Add a new edge texture to a garment
Adding a new edge texture to a garment u ”New” to add a new edge texture 1. In Seam center, select edge Texture > New. The New Seam dialog box opens prompting for a name 2. Enter the name for the edge texture and click OK. The Open File dialog box appears 3. Select an image. The image will be added to the bank bar.
i Note: If an image is not selected, or the process is cancelled, a default replaceable image is displayed instead
. Related Topics: Edge Texture
Importing Edge Textures Import an edge texture from an already made garment
Getting an edge texture from an existing garment 1. 2. 3.
4. 5.
u ”Import” to import an edge texture In Seam center, select Edge Texture > Import. The Import Seam wizard opens Select Library for the default garments folder or My Garments for any other garments folder Press Next and navigate to the garment folder if needed. Each garment is represented by its closet image and display name. Its color ways icons are lined next to it Select a color way icon and press Next. All the color-way edge textures are displayed Press an edge texture icon to select it. The image is added to the bank bar
i Note: The purpose of this function is to get an edge texture from a ready made garment known to the user, for example, when creating another garment using the same fabrics and trims. The imported texture will keep all effects assigned to it in the original garment
. Related Topics: Edge Texture
Deleting Edge Textures Remove an edge texture from a garment
Removing an edge texture from a garment u ”Delete” to remove an edge texture 1. In Seam center, select Edge Texture > Delete 2. In the image bank bar, select an edge texture icon. A warning message appears asking confirmation 3. Press Yes. The texture is deleted and removed from the bank bar and from any edge it was assigned to
. Related Topics: Edge Texture
Editing Textures Edit an edge texture by using the Texture center options
Open the edge texture in the Texture center for editing u ”Edit Texture” to work with the selected texture in the Texture center 1. In Seam center, select Edge Texture > Edit Texture 2. Select an icon in the image bank bar 3. A window with the original image appears on the screen and the image is active in Texture center
. Related Topics: Edge Texture
Assigning texture to an edge Tile an image along an edge. The effect takes place immediately in 2D and in 3D
Cover an edge with texture u ”Assign to Edge” to assign an edge texture to an edge 1. In Seam center, select Edge Texture > Assign to Edge 2. In the image bank bar, select an icon 3. Select an edge or drag around several edges. The texture will be tiled and repeated automatically along the edge(s)
. Related Topics: Edge Texture
Removing a texture from an Edge Remove the assigned edge texture from an edge or several edges
Leave an edge without edge texture u ”Remove from Edge” to remove an edge texture image from an edge 1. In Seam center, select Edge Texture > Remove from Edge 2. Select an edge or drag around several edges. The texture is removed
. Related Topics: Edge Texture
Distancing an edge texture from the edge Enter the numeric distance along which the edge texture will run
Designate a parallel distance from the edge for the texture u ”Distance from Edge” to run the edge texture in a distance from the edge 1. In Seam center, select Edge Texture > Distance from Edge. The Distance from Edge dialog box opens
2. Select an icon in the bank bar 3. In the Manual Position drop-down menu, select True to modify the Edge texture position 4. In the Position box, enter the distance. To validate press Enter 5. All instances of the chosen edge texture will be shifted parallel to the edges by the distance applied
i Note: When using this function make sure the "selected region" of the image is full. otherwise the image may be distorted Please avoid assigning a number that is larger than the actual image width. If so the image will be stretched in 3D
. Related Topics: Edge Texture
Copying Edge Textures Create a copy of the original edge texture
Duplicating edge textures u ”Clone” to clone an edge texture 1. In Seam center, select Edge Texture > Clone. A new edge texture icon, which is a copy of the original, appears in the bank bar, automatically numbered
. Related Topics: Edge Texture
Renaming Edge Textures Change edge textures names. For example the name of a duplicated texture
Applying new names to edge textures u ”Rename” to change the name of an edge texture 1. In Seam center, select Edge Texture > rename. The Rename Seam texture dialog box opens
2. Enter a new name and click OK. The name of the edge texture changes to the new name
. Related Topics: Edge Texture
Seam thickness & coverage options Garment seams inherit the fabric thickness by default but may be assigned a larger value, which will be valid on the area of the fabric covered by the seam. The seam can cover the thick edge on the outside (Face), and/or the inside (Back), and/or the depth of the edge
Controlling the seam thickness and the edge coverage options u "Seam Thickness" to assign seam thickness options 1. In Seam center, select Edge Texture > Seam Thickness. The Seam Thickness dialog box opens
2. In the Use Fabric Thickness box Select True or False a. If True, The seam Thickness will inherit the value assigned for the fabric, regardless of the seam thickness value b. If False, seam Thickness value will take effect 3. In the Thickness box, set the thickness value which will be used for the seam (depending on a & b above) 4. To cover also the inner (Back) side of the fabric with edge texture, Cover Inside should be set to True. For example, a double needle stitch can be seen also from the inside but not on the depth (Thickness) 5. To cover the also the depth (the thickness) of the fabric with edge texture, Cover Depth should be set to True. For example, binding covers both inside & outside as well as the depth
i Note: Old garments are loaded with coverage options as True, which means that their edge textures will also cover the inside Known limitation: Images with alpha channel transparency may not display the thickness coverage properly
. Related Topics: Fabric Thickness basics Edge Texture functions
Edge texture face and back Edge texture Face and Back images are initially linked. To be handled separately they should be unlinked first. When unlinked, different images may be assigned to the back of the Edge Texture by replacing the images in the texture center or by assigning a different image under Edge texture > Images.
Assigning a different image to an edge texture Back side u "Images" to apply a different Back side image 1. In Seam center click a bank bar icon , the two bank bar icons (face & back) become selected, as indicated by a darker background 2. In Seam center select Edge texture > Images. The replace image dialog box opens
3. 4. 5. 6.
Un-check the Link check box. The Back Image field becomes active For Back Image, click the button. The file selection dialog box opens Browse for and select an image The edge texture back image is updated in 2D & 3D
i Note: To control which side of the edge is covered by the edge texture, please use Seam Thickness & coverage options
. Related Topics: Texture activities for Face and Back images Seam Thickness & coverage options Edge Texture functions
Controlling edge textures meeting at corner points Control the way edge textures behave at intersections. 6 different options are available.
Edge texture finish options activities Finish options details Applying edge texture finish options Finish options multi selection Continuous versus split Resetting finish options
. Related Topics: Edge Texture
Finish options details The Finish options allow different ways of controlling the meetings of edge textures at corner points. Select and apply the desired option as needed
The different options and their meaning Definition The terms Clockwise and Counter Clockwise refer to any shape as if it were a circular sequence of edges. The direction of the action is applied accordingly.
Counter Clockwise
Clockwise
1. Counter Clockwise The two edge textures will continue running along the edges all the way, until intersected by the next edge. One edge texture will cover the other in a counter clockwise direction as seen in the illustration
2. Clockwise The two edge textures will continue running along the edges all the way, until
intersected by the next edge. One edge texture will cover the other in a clockwise direction as seen in the illustration
3. Meet The two edge textures will meet half way. The meeting division line will go from the corner point to the edges borders meeting point. The angle of the joint is affected by their different widths as seen in the illustration
4. Counter Clockwise No overlap The primary edge texture, coming from the counter clockwise direction will continue running along the edge all the way, until intersected by the next edge. The secondary edge texture will intersect with the primary edge texture border and will not continue to the next edge, as seen in the illustration
5. Clockwise No overlap The primary edge texture, coming from the clockwise direction will continue running along the edge all the way, until intersected by the next edge. The secondary edge texture will intersect with the primary edge texture border and will not continue to the next edge, as seen in the illustration
6. Meet Angle The two edge textures will meet half way and intersect with the angle bisector. This is regardless of their different widths as seen in the illustration
i Note: Whenever the angle of the corner and/or the widths of the edge textures involved cause a situation where the borders of the edge textures will not intersect, the resulting effect will automatically be Meet Angle.
. Related Topics: Controlling edge textures meeting at corner points
Applying edge texture finish options Apply one of the finish options to a corner
Defining the edge texture intersection u ”Finish Options” to determine the way edge textures meet/overlap 1. In Seam center, select Edge texture > Finish Options and select a corner point. The Edge Texture corner options dialog box opens with the selected corner point highlighted. 2. Select one of the available options and click Apply. The change is applied in 2D and 3D 3. Continue with other points as needed.
i Note: Multi selection is available by dragging around several corner points
. Related Topics: Controlling edge textures meeting at corner points
Finish options multi selection Control edge texture finish options for several points at once
Applying Finish options for more than one point at a time u "Finish Options" to apply edge texture finish options to many points 1. In Seam center, select Edge texture > Finish Options and drag around several corner points. The Edge Texture corner options dialog box opens with the selected corner points highlighted. 2. Depending on the status of the selected points, the results are displayed: a. If all selected points share the same finish option, it is displayed. b. If at least one of the selected points is different than the rest, the selected radio button will be: Differential Multi Selection 3. At this stage: a. Select any of the available options to apply it to all selected points b. Alternatively select a single point or a different selection of points to check/change their status
. Related Topics: Controlling edge textures meeting at corner points
Continuous versus split When the same edge texture is used for adjacent edges, the system considers them as one continuous instance. It practically ignores the corner points so the edge texture runs smoothly repeating itself as if it was a single edge. This behavior can be changed whenever needed, for example for a V shaped neckline, where several different options may be desired.
Splitting continuous edge texture 1.
2. 3. 4.
u "Split Continuous" to break the default continuous behavior In Seam center, select Edge texture > Finish Options and click a corner point. The Edge Texture corner options dialog box opens with the selected corner point highlighted Select the Split Continuous check box Select one of the available options and click Apply. The change is applied in 2D and 3D Continue with other points as needed
i Note: Multi selection is available by dragging around several corner points. If one or more of the selected points is different than the rest, The Split Continuous check box is grayed out is such case, the points need to be handled individually
. Related Topics: Controlling edge textures meeting at corner points
Resetting finish options Revert to the default intersection behavior per shape(s)
Switch to the default finish option for the whole shape u ”Reset Finish Options” to reset edge texture intersections behavior for a shape(s) 1. In Seam center, select Edge texture > Reset Finish Options and click a shape or select several shapes 2. All edge texture intersections return to the default which is: Clockwise No Overlap 3. The changes are applied in 2D and 3D
. Related Topics: Controlling edge textures meeting at corner points
Fabric Center menus The Fabric Center allows the creation and modification of color ways, and the application and control of fabrics’ physical properties. It consists of two submenus: Color ways Fabrics
. Related Topics: Activity Centers
Color ways functions a Color way is the set of fabric textures, trims and attachments that define a color combination of a garment. Many different color ways can be applied to one garment. If needed, different fabric physical properties can be used in the different color ways.
The Default Color way A new garment will automatically have a default color way with one fabric (gray) and one edge texture (thin gray shade). This may be used for quick garment creation. The default color way may be extended or removed later on.
Color ways activities Creating a new Color way Importing a Color way Deleting a Color way Renaming a Color way Setting the Color way’s Image Setting the Color ways Order Switching between color ways Cloning Color ways Sharing Custom Colors between color ways/garments Using color libraries
. Related Topics: Tutorial: Color ways best practices Fabric Center
Creating a new Color way Create an ”empty” color way, to which fabrics, edge textures and attachments should be added
Adding an new alternative color scheme to a garment 1. 2. 3. 4.
u ”New” to create new color way In Fabric center, select Color Ways > New. The New Color Way dialog box opens Enter a name and click OK Select a solid color or an image to represent the color way. (This image will be seen in the 3D window, the import wizard and the web catalog) Click OK. The new color way is in effect and the name appears in the Color Ways box on the right side of the tool bar
i Note: Normally it is easier to duplicate the current color way, then modify/replace it's colors, than to create a new one from scratch
. Related Topics: Color ways
Importing a Color way Import a color way from an already made garment
Using a color way from a ready made garment 1. 2. 3. 4.
u ”Import” to get a color way from a garment In Fabric center, select Color ways > Import. The Import Color way wizard opens Select Library for the default garments folder, or My Garments for any other garments folder Follow the wizard to select a color way from an existing garment The newly imported Color way will become current. All of its fabrics, trims and attachments will be imported with it. All texture effects will remain intact
i Note: This is most useful when creating a group in a collection that uses the same color combinations and the same physical fabric properties. In this case the first garment created will be populated with all the different color ways. For the rest of the garments, the import function can be used to get all the ready made color ways
. Related Topics: Color ways
Deleting a Color way Remove the current color way from the garment
Removing an alternative color scheme from a garment u ”Delete” to remove the current Color way 1. In Fabric center, select Color ways > Delete. A warning message appears asking confirmation 2. Click OK. The current color way is deleted
. Related Topics: Color ways
Renaming a Color way A duplicate color way should be renamed. So is the default one
Renaming the current color scheme u ”Rename” to change the name of a Color way 1. In Fabric Center, select Color ways > Rename. The Rename Fabric Color Way dialog box opens
2. Enter the new name for the color way and press OK. The color way is renamed
. Related Topics: Color ways
Setting the Color ways Order Changing the order of the Color ways. The top Color way is the default Color way for dressing the garment 3D
Determining the order of the color way list u ”Color ways Order” to set the order of the Color ways 1. In Fabric center, select Color ways > Color ways Order. The Color ways dialog box opens 2. Press the top arrow for higher priority and the bottom arrow for lower priority 3. Press Close. The new order is in effect
. Related Topics: Color ways
Switching between color ways Switch from one color way to another There are two methods of switching color ways 1. On the main tool bar 2. In the 3D window
Switching to a different color way using the tool bar u "ColorWays" to switch to a different color way 1. On the main tool bar select a color way from the ColorWays drop down list
2. The selected color way becomes current in 2D and 3D
Switching to a different color way in the 3D window u "Change Color" to switch to a different color way 1. On the 3D window menu select Current Outfit > [Garment name] > Change Color. The color ways icons are displayed with the current one emphasized
2. Select another color way icon. The selected color way becomes current in 2D and 3D
i Note: On a simulated garment, switching color ways will not require a new simulation, providing the fabric physical properties in the different color ways are identical
. Related Topics: Color ways functions
Cloning Color ways A color way can be duplicated to allow a smoother and faster creation of new color ways. The Clone Color way function duplicates the current color way, including all fabrics, edges and attachments textures, and applies them automatically to the relevant shapes. When cloning a color way it is also possible to apply "basic color" automatically to all the fabrics, edge textures and attachments. This is especially useful when the original color way is all white. When applying the color in this way it will also be assigned automatically to the color way representing swatch. after the color is applied to all textures, it is possible to fine tune the different elements (e.g. stitches) by making them a little lighter or darker as needed.
Duplicating the current color way u ”Clone” to copy a Color way 1. In Fabric center, select Color ways > Clone 2. A message appears:
3. Press Yes to select the required color. The color selection dialog box appears
4. 5. 6. 7.
Select a color and press OK A new Color way is created automatically named ’Original name’-New The new color way becomes current All fabrics, edge textures and attachments are automatically assigned the chosen color 8. The color way swatch is also set with the same color
9. All fabrics, edge textures and attachments assignment to shapes is kept intact
i Note: This is the most recommended way for creating additional color ways
. Related Topics: Renaming a Color way Color ways
Sharing Custom Colors between color ways/garments Custom colors may be defined for a color way. They are saved automatically with the garment file. Custom colors appear next to the default palette used for any of the color effects. To use an existing set of custom colors in a different garment/color way, it has to be exported to an external file first. Then, it can be imported to be used elsewhere.
i Note: Custom colors can be generated from the default color palette or from color libraries
Custom colors activities Defining custom colors Exporting Custom Colors Importing Custom Colors
. Related Topics: Color ways
Defining custom colors Create & keep your own colors. Colors may also be added from Color libraries
Populating the custom colors area with your own colors u "Add to custom colors" to create a set of custom colors 1. In Texture center, select Effects > Basic Color, the Choose Base Color for ’texture name’ dialog box opens
2. Use the color controls on the right to define/fine-tune a color. The selected color becomes the current color 3. Press the Add to custom colors button. The current color is added to the custom colors area. 4. Alternatively enter values in the numeric fields at the bottom right, or use the Library button to load a predefined color. The selected color becomes the current color 5. Populate the empty boxes under Custom Colors with your own defined colors. Use the Tab and Arrow keys to navigate between the boxes if needed 6. Press OK When ready. The custom colors are now related to the color way and will be saved with the garment
. Related Topics: Using color libraries Sharing Custom Colors between color ways/garments
Exporting Custom Colors Export of a set of predefined colors to a file. The file format is *.CLR
Saving custom colors as a file u ”Export Custom Colors” to export a custom set of colors 1. In Fabric center, select Color ways > Export Custom Colors. A Save as dialog box opens 2. In the File name box, enter a name and select a target folder 3. Press Save. The file is saved to disk
. Related Topics: Sharing Custom Colors between color ways/garments
Importing Custom Colors Import of a set of predefined colors that were saved as a file
Adding previously saved custom colors to the current color way u ”Import Custom Colors” to add the set of colors to a color way 1. In Fabric center, select color ways > Import Custom Colors. The Open dialog box opens 2. Select a color file previously saved. (*.clr) 3. The custom colors area is now populated with the saved color selections
. Related Topics: Sharing Custom Colors between color ways/garments
Using color libraries Have predefined colors from color libraries available for use with image effects such as basic color, shininess, etc... Color libraries may be added to the garment file, from which individual colors may be selected. The new colors may be added to the custom colors section of the color selection dialog box of the different functions. The supported file format for color libraries is *.ACO. Color libraries are related to individual garments and are saved with them
Color libraries activities Opening the Color libraries management window Loading/removing Color Libraries to/from a garment Applying colors from Color Libraries
i Note: The supported color formats included in the ACO files are: RGB HSB Grayscale CMYK Wide CMYK If a library contains unsupported color formats, a warning will be issued, and the relevant colors will appear as "unsupported" in the Color column A library may include a combination of color formats, some, or all of them may be unsupported
. Related Topics: Color ways
Opening the color libraries management window The libraries management window controls the library list and allows access to the colors
Managing color libraries u ”Library…” to open the Color Libraries window 1. On the image bank bar select an icon 2. In Texture center > Effect select Basic Color. The Color selection dialog box opens 3. Press the Library… button. The Color Libraries window opens
. Related Topics: Using color libraries
Loading/removing Color Libraries to/from a garment To use colors from color libraries, the libraries must first be loaded and added to the garment. A garment may include several different color libraries based on source ACO files. The loaded libraries are saved with the garment file
Loading Color Libraries to a garment u ”Add Library…” to load a color library to a garment 1. Open the Color Libraries window 2. Press the Add Library… button. The Select a color library to load dialog box opens 3. Browse and select an ACO file. The color library is added to the garment and its colors may be used.
Removing Color libraries from a garment u ”Remove Library” to delete a Color library from a garment 1. Open the Color Libraries window 2. Press the Remove Library button. The currently selected Color library is deleted
i Note: Custom colors are not affected by removing color libraries Removing libraries from a garment will reduce the garment file size (the extent depends on the library file size)
. Related Topics: Using color libraries
Applying Color Libraries colors Apply color library colors to a garment. Library colors may be used for the Texture center Effects and more
Using a color from the color libraries 1. 2. 3. 4.
u ”Pick” to use a library color Open the Color Libraries window Select a library from the Library drop down list. The library colors become available Select a color from the list and press the Pick button The Color Libraries window closes and the selected library color becomes the current color in the color selection dialog box of the current function and may be added to the custom colors
i Note: To search for a color, type its name or part of it in the Find by Color Name box. The list is updated immediately
. Related Topics: Defining custom colors Using color libraries
Fabrics functions Fabrics functions provide access to the database for the tested fabric physical properties and assignment of different fabrics to different pattern pieces. Fabrics consist of textures (represented by images) and physical properties that determine the drape and the elasticity (”Hand”) of the fabric
Fabrics activities Adding a New Fabric Importing a fabric Deleting Fabrics Assigning a fabric to a shape Assigning a Fabric to All Shapes Removing a Fabric from a Shape Editing the Texture of a Fabric Adjusting a shape with relation to the fabric motif Matching fabric motif between shapes Copying fabrics Renaming fabrics Fabric Properties
. Related Topics: Fabric Center
Adding a New Fabric Defining a new fabric for the garment
Inserting a new fabric to a garment u ”New” to add a new fabric to a garment 1. In Fabric center, select Fabrics > New. The New Fabric dialog box opens
2. Enter a descriptive name in the top name box 3. In the Fabric Catalog section of the dialog box, select, Category, Fabric Name, Composition and Description from the drop down lists 4. Press OK. The Open File dialog box opens 5. Browse for an image and select the fabric’s texture (scanned or computer generated) and click OK. 6. The new icon for the fabric appears in the bank bar.
. Related Topics: Fabrics
Importing a fabric Import a fabric from an already made garment
Inserting a predefined fabric to a garment 1. 2. 3. 4.
u ”Import” to import a fabric from a garment In Fabric center, select Fabrics > Import. The Import Fabric wizard opens Select Library for the default garment folder or My Garments for any other garment folder Follow the wizard to select the fabric from a finished garment Click OK. The newly imported fabric appears in the bank bar
i Note: The purpose of this function is to get a fabric from a ready made garment known to the user. The imported fabric will keep all effects & properties assigned to it in the original garment
. Related Topics: Fabrics
Deleting Fabrics Remove a fabric from the current color way
Removing a fabric u ”Delete” to delete a fabric from a color way 1. In Fabric center, select Fabrics > Delete 2. Select a fabric from the image bank bar. A message requesting confirmation appears. 3. Select Yes. The fabric is deleted from the color way and removed from any shape it was assigned to
. Related Topics: Fabrics
Assigning a fabric to a shape Relate a fabric to a shape
Applying a fabric to a shape u ”Assign to shape” to relate a fabric to a shape 1. In Fabric center, select Assign to shape 2. From the image bank bar, select a fabric 3. Select a shape or drag around several shapes. The fabric is assigned to the shape(s)
. Related Topics: Fabrics
Assigning a fabric to all shapes Assign a fabric to all the garment shapes
Designate all shapes to use the same fabric u ”Assign to All” to relate a fabric to all shapes 1. In Fabric center, select Fabrics > Assign to All 2. From the image bank bar, select a fabric. The selected fabric is assigned to all shapes
. Related Topics: Fabrics
Removing a Fabric from a Shape Remove the fabric from a shape or from several shapes
Leave the shape with no fabric assigned u ”Remove from shape” to remove a fabric from one shape or more 1. In Fabric center, select Fabrics > Remove from shape 2. Select a shape (or multiple shapes by dragging a rectangle around them). The shapes are left with no fabric assigned
. Related Topics: Fabrics
Editing the texture of a Fabric A fabric texture can be edited by using the Texture center options
Working with the image of the fabric u ”Edit Texture” to work with the image in the Texture center 1. In Fabric center, select Fabrics > Edit Texture 2. From the image bank bar, select a fabric 3. A window with the original image appears on the screen and the texture is active in Texture center
. Related Topics: Fabrics
Adjusting a shape with relation to the fabric motif This function "moves" the shape over the fabric, to achieve the proper placement of the fabric print with respect to the cut shape
Place the shape over the spread fabric 1. 2. 3. 4.
u ”Shape over fabric” to adjust the shape placement on the fabric In Fabric center, select Fabrics > Shape over fabric Select the relevant shape Keep the mouse pressed and drag to the desired position The shape’s position changes over the fabric
i Note: Use this option whenever the 2D action is preferred over 3D action. Otherwise, 3D fabric adjustment is recommended
. Related Topics: Fabrics
Matching fabric motif between shapes Select the matching point of two stitched shapes. The fabric motif will be matched at that point
Define two shapes meeting point with respect to the fabric motif u ”Match print” to match fabric prints between two stitched shapes 1. In Fabric center, select Fabrics > Match print 2. Click a point on the first shape and then click the matching point on the second shape The fabric print will be matched to the first shape
i Note: This task could be done better interactively in 3D
. Related Topics: Fabrics
Copying fabrics Create a duplicate of the original fabric, physical attributes as well as the fabric texture
Duplicating fabrics u ”Clone” to copy a fabric In Fabric center, select Fabrics > Clone. A new fabric is created, automatically numbered
. Related Topics: Fabrics
Renaming fabrics Change a fabric name, for example a duplicated fabric
Modifying a fabric's name u ”Rename” to rename a fabric 1. In Fabric center, select a fabric icon from the image bank bar and then Fabrics > Rename. The Rename Fabric dialog box opens
2. In the New Name box, enter the new name for the fabric and press OK. The fabric is renamed
. Related Topics: Fabrics
Fabric properties and options Use the Fabric Properties dialog box to display the physical properties as well as the catalog criteria and the name of the image used as texture. The dialog box may also be used to: Modify the fabric physical properties Replace a fabric by a different fabric from the database See all related shapes and their grain line orientation.
Fabric properties activities Fabric face and back Viewing a fabric’s related shapes Viewing a fabric’s physical properties Modifying a fabric’s physical properties Entering physical properties directly in a garment Replacing fabrics physical properties Molded fabric properties Fabric thickness
. Related Topics: Fabrics
Fabric face and back Fabric Face and Back images are initially linked. As such they are treated as one. To be handled separately they should be unlinked first. When unlinked, different images may be assigned to the back of the fabrics by replacing the images in the texture center or by assigning a different image in the fabric properties dialog box. Fabric images that were separated and are linked back, are using the face image for both sides The old back image still appears on the bank bar and may be reused if needed
Assigning a different image to a fabric Back side u "Properties" to apply a different Back side image 1. In Fabric center select a fabric icon in the bank bar and then Fabrics > Properties. The Fabric Properties dialog box opens
3. 4. 5. 6.
Un-check the Link check box. The Back Image field becomes active For Back Image, click the button. The file selection dialog box opens Browse for and select an image The fabric back image is updated in 2D and 3D
. Related Topics: Face and Back view Texture activities for Face and Back images
Replacing fabrics physical properties Replace the physical properties of a fabric by selecting from the Database
Loading another fabric from the database instead of the current fabric u ”Properties” to replace a fabric 1. In Fabric center, select Fabrics > Properties 2. From the image bank bar, select a fabric’s icon. The Fabric Properties dialog box opens for the chosen fabric 3. For replacing the fabric, press the Edit button. The Edit dialog box opens
4. Choose the options from the different drop-down menus a. To see the physical properties of the new selected fabric, press the Physics >> button. 5. Press OK. A warning message appears asking confirmation to override the current physics:
6. To make the changes, click Yes or No a. If Yes the new properties are applied b. If No, only the fabric name will change, keeping the old properties intact
i Note: The changes will only take effect in the simulation
. Related Topics: Fabric Properties
Molded fabric properties The mold function is applied by the use of attachments. Attachments that are assigned a fabric with molded properties will activate the mold effect in the simulation. Any attached shape can be used as mold. When adding a fabric that is assigned the molded properties, make sure it has the same attributes as the fabric assigned to the parent pattern pieces. A good option is to clone the main fabric for this purpose. Different mold types are available. Parabolic Cylindrical X Cylindrical Y
Applying the mold effect to a fabric u To apply mold properties 1. In Fabric center, select Fabrics > Properties 2. From the image bank bar, select the appropriate fabric’s icon. The Fabric Properties dialog box opens for the chosen fabric 3. Select the Molded checkbox at the bottom of the dialog box
4. Enter the required Molded Depth and select the Type from the drop down list
5. Assign the fabric with the molded properties to the mold shapes 6. Attach the molded shapes to the parent shapes and dress. The mold effect is visible before simulation
. Related Topics: Fabric Properties
Fabric Thickness basics VStitcher can simulate fabric thickness. The fabric thickness value is set in the fabric properties dialog box. Garment seams inherit the fabric thickness by default but may be assigned a larger value, which will be valid on the area of the fabric which is covered by the seam. The seam can cover the thick edge on the outside only, or also on the inside and/or the depth of the edge. The edge thickness shape can be determined as Flat, Rounded or Double rounded.
Fabric thickness activities Setting the fabric thickness value Setting the edge thickness shape Seam Thickness & coverage options Disabling fabric thickness Setting attachment properties
i Note: Fabric thickness can be modified/updated interactively on the simulated garment Fabric thickness may be disabled altogether Known limitation: Images with alpha channel transparency may not display the thickness properly
. Related Topics: Simulation topics Setting shapes position offset
Setting the fabric thickness value The thickness value is set in the fabric properties dialog box in millimeters. It takes effect in 3D.
Applying Fabric thickness 1. 2. 3. 4.
u "Properties" to set the fabric thickness value In Fabric center, select Fabrics > Properties From the image bank bar, select a fabric’s icon. The Fabric Properties dialog box opens for the chosen fabric with the information displayed In the Thickness field input a value in millimeters. The fabric thickness is set The effect takes place on the simulated garment
i Note: Garments from version 4.2.1 or earlier will be loaded with the fabric thickness value reset to 0. To apply thickness, update the thickness value as described above and check the Use Thickness option in the 3D window simulation menu
. Related Topics: Fabric Thickness basics Simulation topics
Disabling/Enabling fabric thickness Fabric thickness may be disabled altogether from the Simulation menu of the 3D Window
Excluding/including fabric thickness from the simulation u "Use Thickness" to disable/enable fabric thickness for a garment In the 3D window go to the Simulation menu 1. In the 3D window go to the Simulation menu 2. Select/deselect Use Thickness. The setting is applied to the garment
i Note: All old garments (VStitcher version 4.2.1 or older) are loaded with Fabric thickness disabled by default. To enable, follow the steps described above All position offset settings are disabled as well if the thickness cancelled
. Related Topics: Fabric Thickness basics Simulation topics
Attachments center menus and options Use attachments to: 1. Apply logos, labels, buttons or decorations to a garment 2. Quickly attach shapes instead of stitching (Ex. pockets) 3. Define areas of special/different physical properties on the same pattern piece 4. Apply Velcro to a garment
Attachments center activities Attachments types Attachments Resizing attachments Determining an attachments graded behavior Attachments and texture Attachments with physical forces Viewing attachment properties Velcro
. Related Topics: Activity Centers
Attachments types The are two types of attachments: Regular attachments Attached existing shapes The two types differ in several aspects, but they are attached or detached in the same manner.
The differences between normal attachments and attached existing shapes: 1. 2. 3. 4. 5.
Their shape source Texture assignment & layout Physical properties Thickness, offset & texture coverage options Resizing options
The shape source For normal attachments, the shape is rectangular and is derived from the proportion and size of the source image For attached existing shapes, the shape can be any pattern shape, in any form or size available on the desk Texture assignment & layout For normal attachments, the texture assigned icon is in the Attachment center bank bar. The source image fills the whole attachment shape without repeating itself (this is the default behavior but it can be changed) For attached existing shape, the texture assigned belong to one of the fabrics which appear on the fabric center bank bar. The image of the fabric is tiled and repeated over the shape (this is the default behavior but it can be changed) In special cases, existing shapes may also be assigned an attachment texture, rather than a fabric Physical properties For normal attachments, there are no physical properties For attached existing shapes, the assigned fabric, determines the physical properties Thickness, texture coverage options and position offset The properties which determine the attachment placement and depth coverage, are only available for regular attachments. For attached existing shapes, use all the available coverage options in the fabric and seam centers Position offset is assigned to both normal attachments and attached existing shapes in the same way, using the shape properties dialog box Resizing options
Normal attachments size is mainly linked to the associated image. It will grow or shrink with the image. see attachments resizing options For attached existing shapes, use the shapes resizing function
. Related Topics: Attachments Center menus and options
Attachments Attachments are visible layers of trims and decorations, such as logos, prints, buttons and more. Create new attachments, or attach an existing shape to another shape. Attachments can be resized and manipulated. The attachment’s placement appears as internal lines when exported to the CAD system
Attachments activities Creating new attachments Importing Attachments Deleting Attachments Deleting attachments shapes Attaching shapes Detaching shapes Moving an attachment accurately Determining an attachment’s hierarchy with relation to other attachments Creating extra attachments shapes Cloning and renaming Attachments’ images
. Related Topics: Attachments Center
Creating new attachments Add a new attachment to a color way in 2D. The newly created attachment has to be attached to a shape. Attachments may also be added by dragging and dropping in 3D
Adding new attachments in 2D 1. 2. 3. 4.
u ”New” to create a new attachment using an image In Attachments center, select Attachments > New. An Open File dialog box appears Browse for and select the image Press open. A message appears: ”Do you want to create a shape for the new attachment?” Press Yes or No. An icon is added to the bank bar a. If Yes, a shape is automatically created for the attachment b. If No, an attachment icon is created without a shape. It may be assigned to an existing shape
. Related Topics: Adding new attachments in 3D Attachments
Importing Attachments Import an attachment from an already made garment
Insert a predefined attachment to a garment 1. 2. 3. 4. 5.
6.
u ”Import” to import an attachment In Attachment center, select Attachments > Import. The Import attachment wizard opens Select Library for the default garments folder, or My Garments for any other garment folder and click Next Follow the wizard and make your selections Select an attachment icon. A message appears: ”Do you want to create a shape for the new attachment?” Click Yes or No. An icon is added to the bank bar a. If Yes, a shape is automatically created with the attachment b. If No, an attachment icon is created without a shape, which may be assigned to an existing shape The image is added to the bank bar
i Note: The purpose of this function is to get an attachment from a ready made garment known to the user. The imported attachment will keep all effects assigned to it in the original garment
. Related Topics: Attachments
Deleting Attachments Remove attachments from the current color way
Removing attachments 1. 2. 3.
4.
u ”Delete” to delete an attachment In Attachment center, select Attachments > Delete From the image bank bar, click an icon. A warning message appears asking confirmation Click Yes. A message appears: ”Delete attachment’s shapes?” a. Click Yes, to delete the shape(s) as well b. Click No to keep the shape(s) The attachment is deleted and removed from the bank bar
. Related Topics: Attachments
Deleting attachments shapes Delete selected attachments shapes
Removing attachments u ”Delete Att Shape” to delete an attachment 1. In Attachment center, select Attachments > Delete Att Shape and then the shape to be deleted. A warning message appears 2. Click Yes. The shape is deleted
i Note: This function can only delete attached shapes!
. Related Topics: Attachments
Attaching shapes Attach new attachments, or existing shapes to parent shapes
Assign a shape to be attached to another shape u ”Attach” to attach a shape to another shape 1. In Attachments center, select Attachments > Attach 2. Click the child shape and then the parent shape. The child is attached to the parent and moved together with it 3. Move the attachment to its final position with respect to the parent shape
. Related Topics: Attachments
Detaching shapes Free an attached shape. The detached shape becomes independent
Freeing an attached shape u ”Detach” to detach attached shapes from parent shapes 1. In Attachments center, select Attachments > Detach 2. Click the attached shape. The former attachment shape becomes independent and the parent shape can now be moved without dragging the previously attached shape with it
. Related Topics: Attachments
Moving an attachment accurately Move an attachment accurately. Example: to be able to position it back in the same place afterwards
Moving an attachment parametrically u ”Move (Parametric)” to move an attached shape numerically in relation to the parent shape 1. In Attachments center, select Attachments > Move (Parametric). The Move (Parametric) dialog box opens
2. Click the attached shape 3. In the dialog box, insert the movement’s offset and press Enter. The shape changes position
. Related Topics: Attachments
Creating extra attachments shapes Duplicate an attachment’s shape. For example: buttons
Duplicating attachments shapes u ”New Shape” to create an additional shape based on the dimensions of an existing attachment image in the bank bar 1. In Attachments center, select Attachments > New Shape 2. Select an image in the bank bar. A new shape is created with that image 3. The new shape should be attached to a parent shape
. Related Topics: Attachments
Cloning and renaming attachments images Duplicate the an attachment icon in the bank bar. This can be done to create a variant of an existing attachment. Rename an attachment Cloning attachments u ”Clone” to duplicate an attachment 1. In Attachment center, select Attachments > Clone. A new attachment icon, which is a copy of the original, appears in the bank bar, automatically numbered Renaming attachments u ”Rename” to rename attachment 1. In Attachment center, select Attachments > Rename. The Rename Attachment dialog box opens 2. In the New Name box, enter the new name for the attachment and click OK. The attachment is renamed
. Related Topics: Attachments
Resizing attachments options Normally, an attachment will be created at the size of its image. This is why resizing regular attachments (as opposed to attached pattern shapes) is possible in two ways
Attachments resizing activities Resizing attachments shapes Resizing attachments images
i Note: Attachments may also be resized interactively in 3D
. Related Topics: Attachments types Attachments Center
Resizing attachments shapes Change the attachment size by resizing its shape
Modify attachments shapes sizes u ”Resize” to resize an attachment’s shape numerically 1. In Attachments center, select Attachments > Resize 2. Select the attached shape. The ReSize dialog box opens
3. In the dialog box, change the dimensions of the shape and select whether the resize will affect only the current size or all sizes
i Note: The attachment image is stretched/shrunk together with the shape
. Related Topics: Resizing attachments
Resizing attachments images Change the attachment size by resizing its image
Modify attachments size via image size u ”Properties” to change the image’s dimensions 1. From the image bank bar, select an attachment icon 2. In Texture center, select Image > Properties. A dialog box opens showing the size of the image 3. Enter the new size of the image or change its DPI resolution. The attachment’s shape is resized based on the new dimensions in both the 2D and 3D
i Note: An attachment image size modified via Texture center will automatically modify the shape of the attachment in the 2D and 3D. However, the attachment’s shape will not be affected if the image’s Autosize value is set to False
. Related Topics: Resizing attachments
Determining an attachment's graded behavior By default, an attachment’s position in the different sizes is automatic, based on its placement on the parent shape and the parent shape’s grading. To override automatic settings, two other possible options are available
Attachments grading options Placing the attachment differently in every size Manually grade the attachment position and/or size
. Related Topics: Attachments Center
Placing the attachment differently in every size Manually place the attachment for each size
Position the attachments manually in different sizes u ”Fixed Position” to restrict the movement of an attachment for the current size 1. Use the sizes menu to switch to the desired size. This size becomes current 2. Move the attachment to the desired position for the current size 3. In Attachments center, select Attachments > Fixed Position. The Fixed Position dialog box opens
4. Select the attachment shape 5. In the dialog box, set the Fixed value to True. The attachment position is now fixed for the current size 6. Repeat for each size as required
i Note: Position cannot be fixed for the base size When Fixed = false for a size other than the base size, the default behavior prevails
. Related Topics: Determining an attachments graded behavior
Manually grade the attachment position and/or size Use the grading functions to determine the attachment’s placement and/or size
Grading attachments u ”Fixed Position” to manually grade an attachment 1. In Attachments center, select Attachments > Fixed Position. The Fixed Position dialog box opens
2. Select the attachment shape 3. In the dialog box, set the Manual Grading value to True. The automatic placement for the attachment is cancelled 4. Use the Fitting center Grading functions to grade the attachment’s points. The new grading takes effect regardless of the parent shape’s grading or the attachment place on the parent shape
. Related Topics: Determining an attachments graded behavior
Attachments and texture options Attachments texture activities Assigning an attachments texture to a shape Determining an attachment’s hierarchy with relation to edge texture Editing the texture of an attachment Texture activities for Face and Back images
. Related Topics: Attachments Center
Assigning an attachments texture to a shape Assign a texture from the image bank bar to a shape on the desk
Applying an attachment icon to a shape u ”Assign Texture” to assign an image to a shape 1. In Attachments center, select Attachments > Assign Texture 2. Select an image from the bank bar 3. Select a shape. The shape shows the image according to its size or tile attributes
. Related Topics: Auto size Attachments and texture
Editing the texture of an attachment An attachment texture can be edited by using the Texture center options
Modifying attachments images u ”Edit Texture” to work with the attachment’s texture in the Texture center 1. In Attachments center, select Attachments > Edit Texture 2. Select the attachment icon from the image bank bar 3. A window with the original image appears on the screen and the image is active in Texture center
. Related Topics: Attachments and texture
Attachments face and back Attachments Face and Back images are initially linked. To be handled separately they should be unlinked first. When unlinked, different images may be assigned to the back of attachments by replacing the images in the texture center or by assigning a different image under Attachments > Images.
Assigning a different image to an attachments Back side u "Images" to apply a different Back side image 1. In Attachments center click a bank bar icon , the two bank bar icons (face & back) become selected, as indicated by a darker background 2. In Attachments center select Attachments > Images. The replace image dialog box opens
3. 4. 5. 6.
Un-check the Link check box. The Back Image field becomes active For Back Image, click the button. The file selection dialog box opens Browse for and select an image The Attachment back image is updated in 2D & 3D
i Note: Attachments are not shown by default on the back side! To control this use the attachment properties to set the attachment placement
. Related Topics: Texture activities for Face and Back images Attachments
Viewing attachments properties View or modify attachment properties. Attachment properties include: Attachment name Attachment Placement: Attachments may be placed on the outside of the garment, on the inside, or both Attachment depth coverage: Attachment depth, or thickness, may be displayed whenever the attachment shape's position is offset
Opening the attachments properties dialog box u "Properties" to view/modify an attachment's properties 1. In Attachments center, select Attachments > Properties. The Properties dialog box opens. 2. Select an attachment’s icon from the image bank bar. The attachment name appears in the Att: field and its properties are available
. Related Topics: Fabric Thickness basics Attachments Center menus and options
Setting attachments placement Determine attachments placement on the garment. Attachments may be placed on the outside of the garment, on the inside, or both
Configuring the placement of attachments u "Placement" to set an attachment's placement options 1. In Attachments center, select Attachments > Properties. The Properties dialog box opens
2. Select an attachment’s icon from the image bank bar. The attachment name appears in the Att: field 3. From the Placement drop down menu select Outside, Inside or Both. The setting is applied
i Note: The default attachment placement is Outside Placement changes take effect immediately on the simulated garment
. Related Topics: Viewing attachment properties
Setting attachment depth coverage Attachment depth, or thickness, may be displayed whenever the attachment shape's position is offset. When the depth is covered, the attachment texture will continue over the gap which exists between the attachment's surface and the parent shapes' surface When the depth is not covered, the gap will be transparent, and the attachment will appear to "hover" over the parent shape
Determining wheatear the attachment depth will be covered or not u "Cover Depth" to control attachment's depth coverage 1. In Attachments center, select Attachments > Properties. The Properties dialog box opens
2. Select an attachment’s icon from the image bank bar. The attachment name appears in the Att: field 3. In the Cover Depth drop down menu select True, or False. The setting is applied
i Note: The default option is True Coverage changes take effect immediately on the simulated garment Known limitation: Images with alpha channel transparency may not display the thickness coverage properly
. Related Topics: Fabric Thickness basics Viewing attachment properties
Using Attachments with physical forces Applying different physical forces to a shape using attachments Attachments may have fabric physical attributes that affect the simulation within the boundaries of the attachment’s shape. For example, round attachments are used for molding bra shapes. For fusing, appropriate shapes are attached to stiffened areas, thus simulating real-life behavior. Existing shapes or new attachments can be used. Fabrics are assigned to the attachment’s shape via the Fabric center.
. Related Topics: Attachments Center
Velcro functions Simulation of Velcro is available including Velcro depth and physical behavior; the interface is based on the known easy to use attachment approach. The Velcro function can be used to create new Velcro shapes (recommended), or it can be applied to existing attachments. Velcro shapes may be rectangular or any other shape. A Velcro shape may be attached to more than one shape
Velcro activities Creating new Velcro Designating existing shapes as Velcro Removing the Velcro Properties from shapes Switching Velcro position Viewing Velcro properties Setting the Velcro depth Covering the Velcro depth with a texture Relating/breaking the relation of one Velcro shape to multiple parent shapes
. Related Topics: Attachments Center
Creating new Velcro New Velcro can be created at the desired dimensions
Adding new Velcro attachments to a garment u ”New” to create Velcro from scratch: (Recommended) 1. In Attachment center > Velcro > click New. The New Velcro dialog box opens 2. In the dialog window insert the Velcro dimensions and click OK
3. Two Velcro shapes are created 4. Attach the Velcro shapes to their designated area on the target shape using the standard Attach function
. Related Topics: Velcro
Designating existing shapes as Velcro Velcro properties may be applied to existing attachments
Applying Velcro properties to regular attachments u ”Set as Velcro” to apply Velcro to existing attachments 1. In Attachment center > Velcro > click Set as Velcro 2. Select the attachment shape, which is designated to be the top Velcro and then select the bottom one. The two attachments become Velcro and are highlighted with the Top/bottom indication
i Note: the shapes must be already attached, to be set as Velcro
. Related Topics: Velcro
Removing the Velcro Properties from shapes Take off Velcro qualities from shapes
Cancelling Velcro u ”Cancel” To remove Velcro properties 1. In Attachment center > Velcro > click Cancel 2. Click one of the two relevant shapes. The shapes no longer have Velcro attributes
. Related Topics: Velcro
Switching Velcro position The position of the upper Velcro shape may be switched with the bottom one, or vice versa
Replacing between top and bottom for Velcro u ”Top/Bottom” to flip top/bottom position 1. In Attachment center > Velcro > click Top/Bottom 2. Click one of the Velcro pair. The Top piece becomes bottom and vice versa 3. Click again to reverse the action
. Related Topics: Velcro
Viewing Velcro properties Open the Velcro properties to view all Velcro pair information View Position (top/bottom) View or set the depth View assigned texture (if exists) View Involved parent shapes
Checking Velcro settings u ”Properties” To view Velcro settings 1. In Attachment center > Velcro > click Properties. The Properties dialog box opens and the top/bottom indication is visible 2. Select a Velcro shape on the desk. The pair information is updated in the dialog box
. Related Topics: Velcro
Setting the Velcro depth Modify the Velcro Thickness
Determining the Velcro depth u ”Properties” to set Velcro depth 1. In Attachment center > Velcro > click Properties. The Properties dialog box opens and the top/bottom indication is visible 2. Select a Velcro shape on the desk 3. In the Depth field type the needed Velcro depth. The depth is set
Velcro Depth 0.15 cm
Velcro Depth 0.25 cm
i Note: The default depth is 0.1 cm
. Related Topics: Velcro
Covering the Velcro depth with a texture This will set the color of the Velcro which can be viewed in its exposed area, mostly on the side
The color is white by default and is always affected by the parent shapes’ basic color and effects. To control this color differently, a texture can be assigned to the Velcro
Determining the Velcro depth color u ”Assign texture” to set Velcro color 1. In Attachment center > Velcro > click Assign Texture 2. Select a texture from the bank bar, and assign it to the Velcro shape in the 2D work space 3. The Velcro is textured
i Note: This Texture may be modified using any of the known functions in Texture center, example Effects > Basic Color etc. To add a texture to the bank bar, which will be used for the Velcro shapes, follow the new attachment creation procedure but opt not to create a shape at the end (see: New attachment). The new texture can now be assigned to the Velcro u ”Remove texture” to remove Velcro color 1. In Attachment center > Velcro > click Remove Texture 2. Click the Velcro shape in the 2D work space 3. The Velcro color will revert to the default
. Related Topics: Velcro
Relating/breaking the relation of one Velcro shape to multiple parent shapes For garments where a long Velcro shape covers more than one shape, the Velcro shape may be attached to multiple shapes
Assigning Velcro attachments to more than one shape 1. 2. 3. 4. 5.
1. 2. 3. 4. 5.
u ”Set to Multi” to assign one Velcro shape to more than one shape In Attachment center > Velcro > click Set to Multi A visual indication of all extra shapes related to the Velcro (if exist) appears Click the first Velcro shape and then on the extra desired shape(s) a line (lines) show(s), connecting the Velcro shape to the extra shape(s) The Velcro is now assigned to multiple shapes. In the Properties dialog box, the indication of the shapes involved is updated Repeat for the other Velcro part u ”Remove from Multi” to remove an extra shape(s) relation to the Velcro In Attachment center > Velcro > click Remove from Multi A visual indication of all extra shapes related to the Velcro (if exist) appears. Click the extra desired shape(s). The shapes(’) relation to the Velcro is removed and the visual indication disappears In the Properties dialog box, the indication of the shapes involved is updated Repeat for the other Velcro part
. Related Topics: Velcro
Texture Center activities The Texture center provides a wide range of functions for working with textures. Smooth interaction with a 3rd party image editor of choice is also available
Texture center activities Image handling and formats Scanning fabrics and garment details Texture activities for Face and Back images Image Layout Effects
. Related Topics: Working with the Activity Centers
Image handling and formats Recommended image formats The recommended image format for Browzwear use is JPEG. This format should be used as much as possible because it is compact in size (compressed) with a reasonably good quality for most garments. For images which include Alpha channel transparency, compressed format such as JPEG cannot be used. In such cases it is best to employ TGA or BMP files
Image sizes Here are some basic principals relating to image size: 1. Keep the DPI resolution as low as possible. a. Flat textures or simple images with no fine details, could use 72 - 100 DPI b. For medium quality and more details use 100 -150 DPI. c. For maximum quality and finest details use up to 200 DPI 2. Crop the image so it will be as small as possible. a. Crop all unneeded background/empty areas b. For flat overall images, a very small image area is needed, since it will be tiled and repeated all over the pattern shapes c. For prints or motifs leave just a little bit more than one repeat, no need keep a very large image with many recurrences of the same motif. The exact final repeat can be determined by adjusting the active area of the image
i Note: Smaller images result in faster performance and smaller output files
. Related Topics: Scanning fabrics and garment details Image functions
Scanning fabrics and garment details A good way of getting a realistic representation of garments in VStitcher is by scanning fabrics, stitches, trims and other details such as logos, accessories and more. Any normal scanner will usually be good enough for this task
Scanning best practices Make sure the scanned fabric is not crumpled or stained. Such a fabric will be hard to repeat properly If necessary iron the fabric to flatten it (steam is recommended) It is also recommended to stretch the fabric gently to have it as smooth and as flat as possible. For this, a foam board may be used on which the piece of fabric may be pinned The background surface color Thin light, or mesh fabrics are affected by the background surface color. Here are some tips in this regard 1. Have ready a selection of different shades of gray available as background sheets 2. The background surface should be as flat colored as possible with minimum shade variations 3. Depending on the fabric color and texture, select the background sheet that will alter the original color as little as possible 4. Further color adjustments can be done using Browzwear or a 3rd party image editor Scanning stitches and trims 1. Only a small portion of the stitch is needed for scanning 2. Try to straighten the scanned stitch. A curved stitch will be hard to repeat 3. Crop the final image as small as possible Scanning straps 1. For straps with details such buckles, rings and/or clasps, try to scan the longest possible portion. This is because if the image is too short, normal repeat may not be good. If the scanned image is too short for the strap shape, divide the shape in two (or more) parts 2. Stretch gently and flatten the strap for scanning. Keep it very straight. a ruler can be used to verify that the strap is really straight before the scanning 3. For straps which are even overall, only a small portion is needed. It will be repeated
. Related Topics: Preparing a fabric with transparency for scanning Image handling and formats
Image functions
Texture activities for Face and Back images All Texture center activities may be applied separately to either face or back images. This is valid for fabric, edge texture and attachments images.
Linking/ unlinking face & back images New fabrics, edges or attachments face and back images are initially linked. Being linked they are handled as the same image with the same effects To be separated, they should be unlinked Unlinked images may be linked back if needed. If so, the face image overrides the previous back image
Texture center face and back principals Texture center functions will be applied separately to the different sides of the same fabric, seam or attachment All Effects (basic color, transparency etc...) (Excluding: Transparency > Use Alpha Channel and Transparency > Transparent Color) may be applied separately to face & back images As for Transparency > Hide Background, this option cannot be applied separately and affects both sides When applying Effects, the word Face or Back, is appended to the dialog box title bar, indication to which of the images the effect is applied Texture Bank Bar display Unlinking/linking face and back images Assigning different face and back images Applying texture center functions separately to face or back images
. Related Topics: Texture Center activities Fabric Face and Back view
Texture Bank Bar display The texture bank bar has two images for each fabric, edge texture or attachment. The Face image is on the left column and the Back image is on the right column.
Texture selection When selecting a texture in the bank bar, both it's Face and Back icons are highlighted. To focus the selection on either Face or Back, use the Show tool bar to select the appropriate 2D mode. When the desktop shows the Face side, the bank bar selection will focus on the Face image When the desktop shows the Back side, the bank bar selection will focus on the back image
. Related Topics: Texture activities for Face and Back images
Unlinking/linking face and back images New fabrics, edges or attachments face and back images are initially linked. Being linked they are handled as the same image with the same effects To be separated, they should be unlinked Unlinked images may be linked back if needed. If so, the face image overrides the previous back image. The old back image still remains on the bank bar and may be reused later
Removing or reinstating the link between face and back images u "Un-check/check Link" to be able to handle the images separately or together 1. For each texture type, find its Link check box location: a. For fabrics: Fabric center > Fabrics > Fabric Properties b. For edge texture: Seam center > Edge texture >Images c. For attachments: Attachments center > Attachments> Images 2. Check or Un-check the Link check box. The back image field becomes active or disabled accordingly
. Related Topics: Texture activities for Face and Back images
Assigning different face and back images New fabrics or old garments fabrics are using the same image at first for both Face or Back. The same is true also for edge textures and attachments. To be handled separately, face & back images must first be unlinked
Changing face and back textures u "Replace image" to apply a different image to Face or Back 1. On the Show tool bar, use the Face/Back button to determine which image, Face or Back will be affected 2. On the texture bank bar, select an icon 3. In Texture center, select Layout > Replace Image. The Open File dialog box appears 4. In the dialog box, browse for and select a new image, then click Open. The image is replaced in the bank bar and for all assigned shapes a. The change takes effect immediately in 3D b. The image Bank bar is updated with the new images
i Note: Replacing images can also be done interactively by 3D dragging and dropping.
. Related Topics: Fabric face and back Texture activities for Face and Back images Fabric Face and Back view
Applying texture center functions separately to face or back images Determine which image, Face or Back is affected
Applying texture center functions separately to the different sides of the texture u "Face/Back" to affect one of the fabric sides 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 3. On the image bank bar, select an icon. The background of both Face and Back icons becomes darker to indicate the selection 4. Select a Texture center function (e.g. Select Region) 5. The function is applied only to the Face or Back image, based on the selected 2D view mode 6. To work with the opposite side of the same image, switch Face/Back view as described in item number 1 above
i Note: To be handled separately, face & back images must first be unlinked
. Related Topics: Texture activities for Face and Back images Fabric Face and Back view
Image functions The Image menu deals with different image properties such as size and orientation
Image menu activities Selecting a part of an image Selecting a part of an image numerically Viewing image properties Resizing images Rotating an Image Flipping Images Reverting an Image Editing Images
. Related Topics: Texture activities for Face and Back images Image handling and formats Scanning fabrics and garment details Editing Textures in the 3D Window Texture Center
Selecting a part of an image Select only part of the entire image which will become the active area (often used for selecting parts of scanned images, or for designing repeats)
Using only a part of the whole image u ”Select Region” to select part of an image 1. On the image bank bar, select an icon 2. In Texture center, select Image > Select Region. The image window opens 3. Drag the points of the dotted rectangle to modify the selection. Click and drag inside the rectangle to position it differently. Every modification is reflected instantly on the assigned shape(s) both in 2D and 3D
. Related Topics: Image
Selecting a part of an image numerically Create a rectangle of an accurate size which will designate the active area of the image
Defining the numeric size of the image active area u ”Numeric Region” to set the dimensions of the rectangle 1. From the image bank bar, select an icon 2. In the Texture center, select Image > Numeric Region. The Numeric Selection dialog box opens together with the image window
3. In the Constrain Proportions drop-down list, select True to maintain the original proportion, or False, to set both aspects independently 4. Enter the sizes of the new region. The selection is modified
i Note: The new sized rectangle can be positioned on the image in the desired place using the Select region function
. Related Topics: Image
Viewing image properties Use image properties for the following: View full original image, without effects View its file location View or modify its size. Viewing an image View the original image with no effects as well as the selected region u ”Properties” to view an image 1. From the image bank bar, select an icon 2. In the Texture center, select Image > Properties. The resizable Image window opens, together with Image Size dialog box
3. The image window title displays the image file name. The selected region is displayed with the image
i Note: The image is displayed without effects (Basic Color, Shininess etc) Zooming in or out in the image window is possible with the tool bar zoom in/out buttons Viewing an image file path u ”Properties” to view an image’s file path on the local disk or network 1. From the image bank bar, select an icon 2. From the Texture center, select Image > Properties. The Image window opens, together with Image Size dialog box 3. The full path of the image on disk appears on the Image file field at the bottom of the Image size dialog box
. Related Topics: Image
Resizing images Change an image size
Modifying the actual dimensions of images u ”Properties” to change an image dimensions 1. From the image bank bar, select an icon 2. In the Texture center, select Image > Properties. The Image window opens, together with Image Size dialog box.
3. In the Image Size dialog box, enter the new size for the image or change its DPI. The size of the image changes to the new dimensions
i Note: In order to display the actual real-life proportion of an image, make sure the DPI resolution in VStitcher matches the native DPI resolution of the image. (Example: the DPI of the scanned image)
. Related Topics: Image
Rotating an Image Rotate an image to any degree
Rotating images u ”Rotate” to rotate an image 1. From the image bank bar, select an icon 2. In the Texture center, select Image > Rotate. The Rotate Texture 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 5. The image will be updated in 2D and 3D
i Note: The region selection of the image will be reset
. Related Topics: Image
Flipping Images Flip images vertically and horizontally
Flipping an image u ”Flip Vertically” to flip an image on the X-axis 1. From the image bank bar, select an icon 2. In the Texture center, select Image > Flip Vertically. The image flips on the X-axis and the image window opens 3. The image is updated in 2D and 3D u ”Flip Horizontally” to flip an image on the y-axis 1. From the image bank bar, select an icon 2. In the Texture center, select Image > Flip Horizontally. The image flips on the Y-axis and the image window opens 3. The image is updated in 2D and 3D
. Related Topics: Image
Reverting an image Revert an image back to the default DPI value of 72 and reset the selected region
Resetting an image to default
1. 2. 3. 4.
u ”Revert” to revert an image to the default size and reset region selection From the image bank bar, select an icon In the Texture center, select Image > Revert The image reverts to the default resolution of 72 DPI and the selected region is reset The image is updated in 2D and 3D
. Related Topics: Image
Editing Images Edit an image from VStitcher directly in third-party software. The changes take effect immediately in VStitcher
Editing an image using a standard image editor
1. 2. 3. 4. 5.
u ”Edit Image” to launch an image into an image editing software of choice: To configure a 3rd party image editor, see Software Settings From the image bank bar, select an icon In Texture center, select Image > Edit Image. The image opens in the predefined third-party software Edit the image in the third-party software and save it In VStitcher , a message appears stating that the image has changed. Press OK to validate. The edited image replaces the original image in the 2D and 3D views
i Note: If necessary, switch many times between VStitcher and the image editor until the result is satisfying
. Related Topics: Image
Layout functions The layout menu functions deal with replacing and tiling images
Layout activities Acquiring images Replacing images Viewing the 3D rotation value of an image Tiling Images Images Auto-Sizing options
. Related Topics: Texture Center
Acquiring images Get an image from a predefined scan source
Scanning directly into VStitcher 1. 2. 3. 4. 5.
u ”Acquire” to get an image from a scan source In Texture center, select Layout > Acquire. The Select Source dialog box opens Select the desired scan source from the list and press Select. The scanner interface opens Make the necessary selections and configurations appropriate to the scanner. The image is scanned In VStitcher , the Save As dialog box opens Browse for the desired folder and save the file in the desired format
i Note: image adjustments like cropping etc... are almost always needed. It is recommended to scan into an image editor rather than using this method
. Related Topics: Layout
Replacing images Replace images representing fabrics, attachments and edge textures
Replacing an image with a different one u ”Replace Image” to replace the selected image with another image file 1. From the image bank bar, select an icon 2. In Texture center, select Layout > Replace Image. The Open File dialog box appears 3. In the dialog box, browse for and select a new image, then click Open. The image is replaced in the bank bar and for all assigned shapes. The change takes effect immediately in 3D
i Note: use this function also to separate Back and Face images
. Related Topics: Layout
Viewing the 3D rotation value of an image Layout rotation is the virtual rotation effective in the 3D window. (See rotating images in 3D ) use this function to view, modify or manually set the rotation value
Viewing or modifying 3D rotation u ”Rotate Layout” to view and/or modify the 3D rotation value 1. In Texture center, select Layout > Rotate Layout. The Rotate Layout dialog box opens
2. From the image bank bar select an icon. The image 3D rotation angle is displayed. 3. To change the rotation manually, in the dialog box, enter the rotation angle in degrees. The image rotates by the selected angle in 2D & 3D
. Related Topics: Layout
Tiling Images Change the way images tile. When a fabric image is repeated in VStitcher , it is tiled all over the shapes. The options are: Normal, Mirror X, Mirror Y, and Mirror X-Y.
Controlling images tiling u ”Tile Type” to control the tiling of images 1. In the Texture center, select Layout > Tile Type. The Tile Type dialog box opens
2. From the image bank bar, select an icon 3. In the dialog box in the Tile Type drop-down list, select a tile type. The Change takes effect interactively on the simulated garment
i Note: Changes are visible only in 3D
. Related Topics: Layout
Images auto-sizing options Determine whether the image is tiled over the shape or stretched
Stretching or tiling images u ”Auto Size” to control image stretching 1. In the Texture center, select Layout > Auto Size. The Auto Size dialog box opens
2. From the image bank bar, select an icon 3. In the Auto Size drop-down menu, select True for activating auto-size or False for deactivating it. When True the image will be stretched\shrunk to fit the shapes it is assigned to without tiling
i Note: The default for most cases is False. For attachments, on the other hand, it’s True
. Related Topics: Layout
Effects functions and options Use to control 3D and 2D image effects, such as transparency and shininess, add an overlay of color and more. Some of these effects can be viewed only in the 3D in real time Face-Back information When applying Effects, the word Face or Back, is appended to the dialog box title bar, indicating to which of the images the effect is applied
Effects activities Assigning an overlay of color to a texture Transparency Rendering any image transparent to any degree Designate any one color as transparent Alpha channel transparency Hiding the background of attachments and edge texture Shininess MipMap
. Related Topics: Texture Center
Assigning an overlay of color to a texture This function adds an over layer of color to an image in 3D and 2D view. The change is effective immediately
Setting the basic color 1. 2. 3. 4. 5.
u ”Basic Color” to set the overlay color In Texture center, select Effects > Basic Color From the image bank bar, select an icon. The Choose Base Color for ’Image_Icon’s_Name’ dialog box opens Select a color in the pallet, a custom color or define a new color using the color picker Check the Set Shadow Color check box, to use the same color for the shaded areas (See next section) uncheck to use separately Press OK. The effect takes place immediately in both 2D and 3D
Setting Shadow Colors This function is similar to Basic Color but affects only colors of the shaded areas in the 3D view 1. 2. 3. 4. 5.
u ”Shadow Color” to overlay shaded areas In Texture center, select Effects > Shadow Color From the image bank bar, select an icon. The Choose Shadow Color for ’Image_Icon’s_Name’ dialog box opens Select a color in the pallet, a custom color or define a new color using the color picker Check the Set Base Color check box, to use the same color for the highlighted areas. Uncheck to use separately Press OK. The effect takes place immediately both in 2D and 3D
i Note: If the image is originally dark, the changes will be minor
. Related Topics: Effects Defining custom colors Using color libraries
Transparency Make an image or parts of an image transparent. Several transparency options are available
Transparency options Transparency of an entire image regardless of its properties. Transparency based on a selected color in the image. Alpha channel transparency, for images prepared with Alpha channel. Making parts of images transparent Preparing a fabric with transparency for scanning Hiding the background of attachments and edge texture Combined effect of the above options
. Related Topics: Effects
Rendering any image transparent to any degree Any image regardless of its format, may be applied with the transparency effect
Setting the overall transparency degree of images u ”Transparency” to set the transparency of a texture 1. In Texture center, select Effects > Transparency 2. From the image bank bar, select an icon. The Transparency dialog box opens
3. In the dialog box, in Transparency, move the slider from Transparent to Opaque to select the required transparency, or enter a value from 0 to 100. The image becomes transparent 4. The result appears immediately in 3D
. Related Topics: Effects
Designate any one color as transparent Apply transparency to all pixels of the chosen color
Set one specific color to become transparent 1. 2. 3. 4. 5.
6. 7.
u ”Transparent Color” to designate one color as transparent: In Texture center, select Effects > Transparency From the image bank bar, select an icon. The Transparency dialog box opens Select the Transparent Color box Click the Choose… button. The Choose Transparent Color palette opens. Select the color that should appear as transparent. The color becomes transparent in the simulation. (The color selected should be the exact RGB value as the color in the image) Alternatively click the Pick button. The image viewing window opens with a color picker. Use the color picker to sample the color needed. Press OK. The results are displayed in 3D
i Note: In this case, use uncompressed images like Bitmap (*.BMP) or Targa (*.TGA) for best results
. Related Topics: Effects
Alpha channel transparency Alpha channel is an extra channel with transparency information. It may be used with uncompressed file types such as Bitmap (*.BMP) or Targa (*.TGA) in 32 bits mode. Images with Alpha channel appear partly transparent in V-Stitcher. Examples: See-through fabrics (lace, net) Logos or buttons, where the background is transparent Alpha channel is prepared in 3rd party image editors such as Photoshop or similar
Alpha channel options Alpha channel automatic recognition Images prepared with alpha channel, will become partly transparent automatically, based on the Alpha channel map Viewing the alpha channel transparency u To view the Alpha channel effect 1. Simulate a style 2. Drag and drop, or replace image (of fabric, attachment etc) to one with alpha channel 3. The 3D image is shown with transparency in the designated areas based on the alpha channel map Disabling the alpha channel transparency for an image u To disable the Alpha channel effect 1. Select an icon from the image bank bar 2. in Texture center > Effects > Transparency > uncheck the Use Alpha Channel option 3. The transparency zones in the simulated image turn opaque
. Related Topics: Effects Making parts of images transparent Preparing a fabric with transparency for scanning
Making parts of images transparent Effect transparency in different parts of an image while keeping other parts opaque. For example: See-through fabrics (lace, net) Logos or buttons, where the background is transparent To achieve this, Alpha channel has to be applied to the images in advance
A basic guide to Alpha channel creation Alpha channel is prepared in 3rd party image editors such as Adobe Photoshop or similar. This guide will use Adobe Photoshop for this purpose and will illustrate a case of using transparency to hide the back ground of a logo image. u Creating Alpha channel transparency in Photoshop 1. 2.
3.
Open your image in Photoshop Use any of the Photoshop selection tools (such as Magic Wand etc…) to isolate the logo from the background a. If the background is easier to select, select it first and then inverse the selection. (Select > Inverse) b. If a proper selection cannot be achieved instantly, add (Shift) or remove (Alt) from the selection, using the appropriate selection tool c. The final result should be the logo selected while the background is out of the selection.
On the Layers\Channels\Paths panel select the Channels tab
4.
At the bottom of the Channels panel, press the Save selection as channel icon. The selection is saved and a new Alpha channel appears
5.
To test your alpha channel, press the Eye icon on the top (RGB) channel. This will turn off RGB on the image. Now press to turn on the Eye icon next to the alpha channel:
In this view, everything black is transparent and all that appears white will be opaque. a. If the alpha channel needs to be fixed, drag the channel into the Bin icon (bottom right) b. Now improve the selection and recreate the alpha channel 6. When ready, save the new file as BMP or TGA format in 32 bits (all available at the Save As process)
7.
To test the image in VStitcher, Drag and drop the image on a simulated garment. The alpha channel should be recognized automatically and the background will appear transparent
. Related Topics: Effects functions and options Alpha channel transparency Preparing a fabric with transparency for scanning
Preparing a fabric with transparency for scanning A few useful tips with regards to scanning fabrics with transparency
Best practices for scanning transparent fabrics When scanning see-through fabrics (such as mesh or lace) it is recommended to use a sheet of gray surface as background so as to have the right contrast. The background should be as flat colored as possible with minimum shade variations. A good contrast makes it easier to separate the background from the image An appropriate shade of gray should be determined based on the color of the scanned fabric Keep in mind: Dark backgrounds provide better contrast for light fabrics, but they darken the fabric itself as well Find the shade that will allow sufficient contrast without a significantly affecting the original shade of the scanned fabric Make sure the scanned fabric is not crumpled or stained. Such a fabric will be hard to repeat properly in VStitcher If necessary iron the fabric to flatten it It is also recommended to stretch the fabric gently to have it as smooth and as flat as possible. For this, a foam board may be used on which the piece of fabric may be pinned. When a fabric has extremely fine details such as fine mesh, it can be hard to select the areas to be transparent. To enable easier handling, follow the advises above as well as the following: Scan at a higher resolution: 400 or even 600 DPI Crop the image as small as possible, but big enough to get a good repeat Create and check your alpha channel. When satisfied with the result, reduce the resolution in Photoshop to 200 DPI (so as not to have a too big image file )
. Related Topics: Effects functions and options Alpha channel transparency Making parts of images transparent
Hiding the background of attachments and edge texture When using alpha channel transparency for edge texture and attachments, normally the fabric background will show underneath. An option is available to hide the fabric layers underneath, so the transparency goes all the way through
Background not hidden
Background hidden
"Trimming" the fabric beneath transparent attachments and edge texture u To hide/show the background 1. Select an icon from the image bank bar 2. in Texture center > Effects > Transparency > check/Uncheck the Hide Background checkbox
3. The effect takes place immediately on the simulated garment.
. Related Topics: Effects
Shininess The shininess of an image is characterized by the intensity and color of the light reflected from it. Use for shiny materials, trims or attachments. This effect is only valid on the simulated garment
Assigning the shininess to garment elements u ”Shininess” to set the shininess of an image 1. In the Texture center, select Effects > Shininess 2. From the image bank bar, select an icon. The Shininess dialog box opens
3. Move the slider from Mat to Shine to select the required shininess or enter the desired value. Mat (0) has no shine; Shine (128) has the maximum shininess. The changes are reflected immediately on the simulated garment. (Keep the 3D window on top, to view the effect changes in 3D.) 4. Press Choose. The Choose Shininess Color palette opens 5. Choose or modify the reflection’s color and press OK. The effect takes place immediately on the simulated garment
. Related Topics: Effects
MipMap Emphasize sparkling effects on parts of the texture
Applying the MipMap effect u ”MipMap” to set sparkling effects 1. In Texture center, select Effects > MipMap 2. From the image bank bar, select a texture. The MipMap dialog box opens
3. For s sparkling affect, in the UseMipmap drop-down menu, select False
i Note: True is the default value that should be used for all textures when a sparkling effect is not required
. Related Topics: Effects
3D Tools Center functions Draw vector lines in the 3D window over a simulated garment. The 3D vector lines are flattened onto the related 2D shapes as internal lines. Adjust refine & manipulate 3D lines also in 2D. 3D lines can be exported and used as guide lines in CAD systems. Convert 3D lines to free lines in order to slash 2D shapes, or to generate new shapes. Draw also symmetrically dependent 3D lines on garments with symmetric shapes.
3D Tools activities 3D lines color options Editing lines in 3D 3D slashing Editing lines in 2D Duplicating 3D lines to free lines 3D Lines tool bar
. Related Topics: Activity Centers
3D lines color options 3D lines color can be set in advance or changed for existing lines
3D lines color activities Setting the 3D lines color in advance Modifying the 3D lines color
. Related Topics: 3D Tools Center functions
Setting the 3D lines color in advance Set the 3D line color before drawing it for the current garment Set the default 3D lines color for all future lines
Applying the default color to 3D lines in the current garment This action can be applied in 2D as well as 3D. u ”Default Line Color” to set 3D line color in advance 1. In 3D tools center, select Edit line in 3D, or Edit Line in 2D > Default Line Color. The 3DLine Color dialog box opens 2. Select a color from the pallet, or define a new color using the color picker 3. Press OK. Any newly created line in the current garment will use the chosen color
Setting the default color to 3D lines for all garments This will determine the color for any new line created for any garment unless changed specifically for a garment as described above. u ”Default 3D line Color” to set/modify the predetermined 3D line color for all future garments 1. On the main menu select Tools > Settings > General tab > Default 3D line Color
2. 3. 4. 5.
Press the … button to open the color pallet Select a color and press the OK button Press the Ok button to close the settings Any newly created line in all garments will use the chosen color by default
. Related Topics:3D lines color options
Modifying the 3D lines color Modify a 3D line color to contrast with the garment texture or as needed. Different colors may be used for different lines It is possible to modify in 2D as well as 3D
Changing the color of the 3D lines in 3D 1. 2. 3. 4.
u ”Line Color” to set/modify a 3D line color In 3D tools center, select Edit line in 3D > Line Color (or use the appropriate 3D line tool bar button on the 3D window) Hold Control pressed and click the desired 3D line. The 3DLine Color dialog box opens Select a color from the pallet, or define a new color using the color picker Press OK. The color of the line changes. The effect takes place immediately, both in 2D and 3D
Modifying 3D lines color in 2D 1. 2. 3. 4.
u "Line Color" to set a 3D line color in 2D In the 3D Tools center, select Edit line in 2D > Line Color On the 2D work area, select a 3D line. The line is selected and changes color to red. The 3DLine Color dialog box opens Select a color from the pallet, or define a new color using the color picker Press OK. The color of the line changes. The effect takes place immediately, both in 2D and 3D
i Note: For symmetric lines, all symmetric set lines will be applied with the same color. To override this behavior and apply an individual line with a different color, hold shift in addition to Control while selecting the line. The color change will not disrupt the symmetric lines relations.
. Related Topics:3D lines color options
Editing lines in 3D Create and manipulate lines on the simulated garment in 3D
3D lines activities Creating 3D Lines Deleting Lines Moving 3D lines Viewing the length of the3D line Copying 3D lines Adding 3D lines points Deleting 3D lines’ points Moving 3D lines’ points Modifying a 3D line's point type Creating 3D lines based on a pattern shape's edge(s) Creating a line from a closed sequence of edges
. Related Topics: 3D Tools Center functions
Creating 3D Lines Draw in 3D over the simulated garment
Drawing 3D lines in 3D u ”Create Line” to draw on the simulated garment 1. In the 3D Tools center, select Edit line in 3D > Create Line (or use the appropriate 3D line tool bar button on the 3D window) 2. Press the Ctrl key and click the simulated garment for curve points, or Ctrl + Shift keys and click for straight points 3. Repeat Step 2 as much as needed. A line is drawn over the 3D garment and the related 2D shapes
i Note: Hold the Control key pressed for any of the 3D lines functions. Release the button for 3D navigation. For example: 1. Hold Control to place a point, or several points on the simulated garment 2. Release the Control key and navigate to the next point position 3. Hold Control again to create the next point(s)
. Related Topics: Editing lines in 3D Editing lines in 2D
Creating symmetric 3D lines Symmetrically dependent 3D lines may be drawn in 3D on garments with symmetric shapes. Using this function, drawing on a symmetric shape will result in an automatic, symmetrically dependent line on the symmetric counterpart. Manipulating a line of the symmetric set, will modify also all it's other symmetric siblings
Drawing 3D lines with symmetric counterparts u ”Create Symmetric Line” to draw with symmetry on the simulated garment 1. In the 3D Tools center, select Edit line in 3D > Create Symmetric Line 2. Press the Ctrl key and click the simulated garment for curve points, or Ctrl + Shift keys and click for straight points 3. Repeat Step 2 as much as needed. A line is drawn over the 3D garment and the related 2D shapes. It's symmetric counterpart is drawn automatically on the relevant shapes
. Related Topics: Editing lines in 3D Editing lines in 2D
Cancelling 3D lines's symmetry The symmetric relation of 3D lines can be broken if needed. The participating lines then become independent
Breaking 3D lines' symmetry u "Cancel Symmetry" to eliminate symmetric relations between 3D lines 1. In the 3D Tools center, select Edit line in 3D > Cancel Symmetry 2. Press the Ctrl key and click the relevant 3D line. The symmetric set is broken
. Related Topics: Editing lines in 3D Editing lines in 2D
Deleting 3D Lines Delete lines drawn with the 3D tools
Removing 3D lines in 3D u ”Delete Line” to remove a line 1. In the 3D Tools center, select Edit line in 3D > Delete Line (or use the appropriate 3D line tool bar button on the 3D window) 2. Press the Ctrl key and click a line in the 3D Window . The line is deleted in 3D and 2D
. Related Topics: Editing lines in 3D Editing lines in 2D
Moving 3D lines Move an entire 3D line over the simulated Garment
Reposition 3D lines in 3D 1. 2. 3. 4.
u "Move line" to move a 3D line in the 3D environment In the 3D Tools center, select Edit line in 3D > Create Line (or use the appropriate 3D line tool bar button on the 3D window) Press the Ctrl key and click and hold the mouse on a 3D line. The selected line changes color to red keep the Ctrl key and the mouse button pressed while dragging as needed. The selected line moves along the mouse movement Release the Ctrl key to navigate normally in 3D
i Note: 3D lines movement is limited to the boundaries of the garment's shapes Sliding the line between stitched shapes is possible
. Related Topics: Editing lines in 3D Editing lines in 2D
Viewing the length of the3D line Compare the 2D and 3D lengths of a drawn 3D line
Checking 3D lines length u ”Properties” to view the length of a line 1. In the 3D Tools center, select Edit line in 3D > Properties. (or use the appropriate 3D line tool bar button on the 3D window).The Properties dialog box opens 2. Press the Ctrl key and click the drawn 3D line in the 3D window . The 3D line becomes red and the properties window shows the 2D and 3D lengths
. Related Topics: Editing lines in 3D Editing lines in 2D
Duplicating 3D lines Create a copy of a 3D line on the simulated Garment
Clone 3D lines in 3D u "Clone line" to duplicate a 3D line in the 3D environment 1. In the 3D Tools center, select Edit line in 3D > Clone line (or use the appropriate 3D line tool bar button on the 3D window) 2. Press the Ctrl key and select a 3D line. The selected line changes color to red and a copy of the line is created near it 3. Move the copied line as needed
i Note: 3D lines movement is limited to the boundaries of the garment's shapes Sliding the line between stitched shapes is possible
. Related Topics: Editing lines in 3D Editing lines in 2D Converting 3D lines to free lines
Adding 3D lines Points Add curve or straight points to an existing 3D line
Adding new points to 3D lines in 3D u ”Add Point” to add a point to a 3d line 1. In the 3D Tools center, select Edit line in 3D > Add Point (or use the appropriate 3D line tool bar button on the 3D window) 2. Press the Ctrl key and click a 3D line on the simulated garment. The line is selected and changes color to red 3. Keep the Ctrl key pressed and click on, or near the line to add a new point. The vector line is reshaped including the newly added point
i Note: to add a straight point hold down the Shift Key
. Related Topics: Editing lines in 3D Editing lines in 2D
Deleting 3D lines Points Delete points from vector lines drawn using the 3D tools
Removing points from 3D lines in 3D u ”Delete Point” to remove a point 1. In the 3D Tools center, select Edit line in 3D > Delete Point (or use the appropriate 3D line tool bar button on the 3D window) 2. Press the Ctrl key and click a point on the simulated garment. The point is deleted and the vector line is reshaped according to the remaining points
. Related Topics: Editing lines in 3D Editing lines in 2D
Moving 3D lines Points Modify a 3D line by moving its points in 3D
Reshaping 3D lines in 3D u ”Move Point” to move 3D lines’ points 1. In the 3D Tools center, select Edit line in 3D > Move Point (or use the appropriate 3D line tool bar button on the 3D window) 2. Press the Ctrl key and click a point in the 3D window . The point changes color to orange 3. Keep the Ctrl key and the mouse button pressed and drag the point to its new position. The line is reshaped according to the new point’s position
. Related Topics: Editing lines in 3D Editing lines in 2D
Modifying a 3D line's point type Switch a point's type from curve to straight or vice versa
Changing point types in 3D u ”Point properties” to change a 3d line's point type 1. In the 3D Tools center, select Edit line in 3D > Point properties (or use the appropriate 3D line tool bar button on the 3D window) 2. Press the Ctrl key and click a point on a 3D line. The point is selected and changes color to orange. The Point properties dialog box opens
3. Select the desired type. The point is affected immediately and the line is reshaped accordingly 4. Press the OK button to finish
. Related Topics: Editing lines in 3D Editing lines in 2D
Creating 3D lines based on a pattern shape's edge(s) Create 3D lines based on pattern shapes outline. Several joint edges may be selected to create one 3D line
Generating 3D lines from shapes edges 1. 2.
3.
4.
u ”Create from edge” to create a 3D line clone of a shape's edge In the 3D Tools center, select Edit line in 3D > Create from edge (or use the appropriate 3D line tool bar button on the 3D window) Press the Ctrl key and click a shape's edge on the simulated garment. A 3D Line is created close to the edge. The line runs along the whole edge as defined by it's 2 corner points Without exiting the function, repeat step 2 for other adjoined edges if needed (e.g. a garment's hem line). The previously created 3D line is extended to include the next selected edges If needed move the new line to the desired position
. Related Topics: Editing lines in 3D Editing lines in 2D
Creating a line from a closed sequence of edges Create a 3D line based on a closed sequence of pattern shapes outlines on the garment outer boundary
Generating circular closed 3D lines from adjacent edges at the border of a garment u ”Create closed edge sequence” to create a 3D line clone of a closed sequence of shape's edges 1. In the 3D Tools center, select Edit line in 3D > Create closed edge sequence (or use the appropriate 3D line tool bar button on the 3D window) 2. Press the Ctrl key and click a shape's edge on the simulated garment. A 3D Line is created close to the edge. The line runs along the whole sequence of edges and forms a closed loop. 3. If needed move the new line to the desired position.
i Note: This type of action can only be done with an outer edge of the garment
. Related Topics: Editing lines in 3D Editing lines in 2D
3D slashing basics Use 3D lines to trim off sections of garments. Preview the slash action in 3D and when satisfied, execute the actual slash. Select which side of the line will be trimmed
Types of 3D lines that may be used for the slash 3D lines used for slashing must be one of the following types 1. A 3D line which starts and ends close to the boundaries of the garment 2. A closed (or almost closed) round segment. For example a line that runs around a sleeve or around the body of a garment
3D slashing activities Previewing the 3D slash effect Applying the 3D slash
. Related Topics: 3D Tools Center functions
Previewing the 3D slash effect Preview the 3D slash effect by hiding the trimmed area. The effect takes place immediately in 3D
Check how the slashed garment will look in 3D 1. 2. 3. 4.
u "3D Slash preview" to hide the trimmed area of the garment Create and/or edit a 3D line which is 3D slash compatible In the 3D Tools center, select Edit line in 3D > 3D Slash preview Press the Ctrl key and click a 3D line. The selected line changes color to red keep the Ctrl key pressed and click beside the line, designating the area to be trimmed. The selected area becomes transparent all along the 3D line
i Note: The transparent areas are automatically covered by attachments Manipulating these attachments, or the originating 3D lines will break the 3D preview effect
. Related Topics: 3D slashing basics
Applying the 3D slash Apply the 3D slash effect permanently. The shapes will be trimmed based on the 3D line
Executing 3D slash 1. 2. 3.
4. 5.
u "3D Slash apply" to actually trim the garment In the 3D Tools center, select Edit line in 3D > 3D Slash apply Press the Ctrl key and click a 3D line in 3D slash preview mode (or directly on suitable 3D lines). The selected line changes color to red Keep the Ctrl key pressed and click beside the line, designating the area to be trimmed. The shapes are trimmed and the selected area disappears all along the 3D line in 2D A message listing the deleted stitches pops up. Press OK. The garment is undressed Fix the deleted stitches in order to be able to dress the garment again
i Note: Stitches affected by the slash will be deleted with a notification. All unaffected stitches will be kept in tact All affected shapes lose their symmetry As opposed to the Cut shapes function, the trimmed shapes are modified for good and the original shapes will not be kept as hidden
. Related Topics: 3D slashing functions
Editing 3D lines in 2D Create and manipulate 3D lines on the pattern shapes in 2D. The actions take place simultaneously in 3D
3D lines 2D activities Creating 3D lines in 2D Deleting 3D lines in 2D Moving 3D lines in 2D Rotating 3D lines in 2D Copying 3D lines in 2D Adding 3D lines Points in 2D Deleting 3D lines Points in 2D Moving 3D lines Points in 2D Modifying a 3D line's point type in 2D
i Note: The garment must be dressed on the model to enable the 3D line 2D functions
. Related Topics: 3D Tools Center functions
Creating 3D lines in 2D 3D lines may also be created on the 2D pattern shapes. The action takes effect immediately in 3D
Drawing 3D lines on 2D shapes u "Create Line" to draw 3D lines in 2D 1. In the 3D Tools center, select Edit line in 2D > Create Line 2. On the 2D work area, click inside a pattern shape boundaries. A curve point is created in both 2D & 3D 3. Click for the next point. A line is drawn from the first point
i Note: To create a straight point, hold the CTRL key pressed while clicking The garment must be dressed on the model to enable the 3D line 2D functions The line may continue in adjacent shapes, similar to 3D drawing
. Related Topics: Editing lines in 3D Editing lines in 2D
Creating symmetric 3D lines in 2D Symmetric 3D lines may also be created on the 2D pattern shapes. The action takes effect immediately in 3D
Drawing symmetric 3D lines in 2D 1. 2. 3. 4.
u "Create Symmetric Line" to draw Symmetric 3D lines in 2D In the 3D Tools center, select Edit line in 2D > Create Symmetric Line On the 2D work area, click inside a pattern shape boundaries. A curve point is created in both 2D & 3D Click for the next point. A line is drawn from the first point. The symmetric counterpart is drawn automatically on the relevant shapes To create a straight point, hold the CTRL key pressed while clicking
i Note: The garment must be dressed on the model to enable the 3D line 2D functions The line may continue in adjacent shapes, similar to 3D drawing
. Related Topics: Editing lines in 3D Editing lines in 2D
Cancelling 3D lines's symmetry in 2D The symmetric relation of 3D lines can be broken if needed also in 2D. The participating lines then become independent
Breaking 3D lines' symmetry u "Cancel Symmetry" to eliminate symmetric relations between 3D lines 1. In the 3D Tools center, select Edit line in 2D > Cancel Symmetry 2. Click the relevant 3D line. The symmetric set is broken
. Related Topics: Editing lines in 3D Editing lines in 2D
Deleting 3D lines in 2D 3D lines may also be deleted on the 2D pattern shapes. The action takes effect immediately in 3D
Removing 3D lines in 2D u "Delete Line" to remove 3D lines in 2D 1. In the 3D Tools center, select Edit line in 2D > Delete Line 2. On the 2D work area, click a 3D line on a Pattern shape. The line is deleted
i Note: The garment must be dressed on the model to enable the 3D line 2D functions
. Related Topics: Editing lines in 3D Editing lines in 2D
Moving 3D lines in 2D 3D lines may also be moved on the 2D pattern shapes. The action takes effect immediately in 3D
Adjusting 3D lines position in 2D u "Move Line" to move 3D lines in 2D 1. In the 3D Tools center, select Edit line in 2D > Move Line 2. On the 2D work area, click a 3D line on a Pattern shape. The line is selected and changes color to red 3. Drag the line slowly over the shape. The line moves in both 2D & 3D
i Note: The garment must be dressed on the model to enable the 3D line 2D functions 3D lines movement is limited to the boundaries of the garment's shapes Sliding the line between stitched shapes is possible
. Related Topics: Editing lines in 3D Editing lines in 2D
Rotating 3D lines in 2D 3D lines may also be rotated on the 2D pattern shapes. The action takes effect immediately in 3D
Adjusting 3D lines angle in 2D 1. 2. 3. 4.
u "Rotate Line" to Rotate 3D lines in 2D In the 3D Tools center, select Edit line in 2D > Rotate Line. The cursor changes to On the 2D work area, click a 3D line on a Pattern shape. The line is selected and changes color to red Drag slowly up or down. The line is rotated on it's central axis in both 2D & 3D Use the keyboard Up or Down arrow keys to rotate one degree at a time
i Note: The garment must be dressed on the model to enable the 3D line 2D functions 3D lines movement is limited to the boundaries of the garment's shapes
. Related Topics: Editing lines in 3D Editing lines in 2D
Duplicating 3D lines in 2D 3D lines may also be cloned on the 2D pattern shapes. The action takes effect immediately in 3D
Creating copies of 3D lines in 2D u "Clone line" to duplicate a 3D line in the 2D environment 1. In the 3D Tools center, select Edit line in 2D > Clone line 2. On the 2D work area, click a 3D line. The selected line changes color to red and a copy of the line is created near it 3. Move the copied line as needed
i Note: The garment must be dressed on the model to enable the 3D line 2D functions 3D lines movement is limited to the boundaries of the garment's shapes Sliding the line between stitched shapes is possible
. Related Topics: Editing lines in 3D Editing lines in 2D Duplicate a 3D line to a free line
Adding 3D lines Points in 2D Add curve or straight points to an existing 3D line in 2D
Adding points to 3D lines in 2D u ”Add Point” to add a point to a 3d line 1. In the 3D Tools center, select Edit line in 2D > Add Point 2. On the 2D work area, click a 3D line. The selected line changes color to red 3. Click on, or near the line to add a new point. The vector line is reshaped including the newly added point
i Note: To add a straight point hold down the Ctrl Key The garment must be dressed on the model to enable the 3D line 2D functions
. Related Topics: Editing lines in 3D Editing lines in 2D
Deleting 3D lines Points in 2D Remove points from a 3D line in 2D
Removing points from 3D lines in 2D u ”Delete Point” to remove a point from a 3d line 1. In the 3D Tools center, select Edit line in 2D > Delete Point 2. On the 2D work area, click a point on a 3D line. The point is deleted and the line is reshaped according to the remaining points
i Note: The garment must be dressed on the model to enable the 3D line 2D functions
. Related Topics: Editing lines in 3D Editing lines in 2D
Moving 3D lines Points in 2D Move points of a 3D line in 2D
Adjust the position of the points of 3D lines in 2D u ”Move Point” to move a point of a 3d line 1. In the 3D Tools center, select Edit line in 2D > Move Point 2. On the 2D work area, click a 3D line point. The point is selected and changes color to red 3. Drag the point as needed. The line is reshaped accordingly
i Note: The garment must be dressed on the model to enable the 3D line 2D functions
. Related Topics: Editing lines in 3D Editing lines in 2D
Modifying a 3D line's point type in 2D Switch a point's type from curve to straight or vice versa
Assigning curve/straight attributes to a point of a 3D line in 2D u ”Point properties” to change a 3d line's point type 1. In the 3D Tools center, select Edit line in 2D > Point properties 2. On the 2D work area, click a 3D line point. The point is selected and changes color to red. The Point properties dialog box opens
3. Select the desired type. The point is affected immediately and the line is reshaped accordingly 4. To finish, press the OK button
i Note: The garment must be dressed on the model to enable the 3D line 2D functions
. Related Topics: Editing lines in 3D Editing lines in 2D
Additional activities This section describes tasks and settings which are not included in the activity centers. These include: Fabric testing, database, 3D window tools and more
Additional topics Software Settings Support mechanism and worldwide cooperation Fabric Physical Properties and testing methods Database 3D Window Tools and Actions Closet Adding shoes to the avatars 3D Objects Enabler Supported Files types Output Files Print
. Related Topics: Getting started Interface basics and working conventions Activity Centers Simulation
Outfit principals and activities Combine 2 or more finished garments into one outfit. For example, shirt inside pants. The components of an outfit may be manipulated similarly to normal garments. Garments combined by the outfit keep all their color ways, fabrics, stitches and clusters Add or remove garments anytime Select each garment's color way Switch color ways of the individual garments Each garment size is selected once and cannot be changed later Collision settings may be adjusted to determine dressing order The resulting outfit is saved as a standard VSGX file and can be opened and simulated normally The original source garments are not affected by any adjustments or changes made in an outfit
Outfit topics Creating a new outfit Basic outfit adjustments Editing outfits Adding or removing garments to/from outfits Outfits and color ways Advanced outfit adjustments Saving outfit as garment
i Note: Sizes cannot be managed in outfits. For this purpose, an outfit can be converted to a garment, where sizes may be added and managed
. Related Topics: Additional activities
Creating a new outfit Import and combine several finished garments into an outfit
Combining two or more garments together 1. 2. 3. 4. 5. 6. 7. 8. 9. 10.
u "New Outfit..." to start a new outfit Open the desired avatar for the outfit On the main menu select File > New Outfit... The Gmap opens Click OK. The Outfit Map opens Click the Add button. The file selector opens Browse for and select a garment file (VSGX). The file is added to the Outfit Map list Under the Size column select the required size for the outfit (this cannot be modified later!) Under the ColorWay column select the required color way. (Color ways may be switched anytime) Repeat steps 4-7 for additional garments as needed When ready, click the OK button. The new outfit opens On the tool bar click the Save icon. The new outfit is saved as a normal VSGX file
i Note: All participating garments are upgraded automatically to the latest simulation. Adjustments or fine-tuning may be needed if the source simulation was older and also in order to adapt to the multi garments array Adjust the different garments collision settings and cluster positioning according to the dressing order Pre-simulation origin poses are reset to default. If a special origin pose was saved with one of the original garments, it's clusters (especially sleeves) will look different. If needed, readjust the origin pose as required
. Related Topics: Outfit principals and activities
Basic outfit adjustments A few tips and actions that are often used with new outfits
Outfit common tasks 1. Right after creating a new outfit, it is best to gather the shapes belonging to each garment and separate those groups on the desk. This facilitates the handling each of the garments separately. The same is advised for the clusters arrangement on the desk To move all shapes of an entire garment together, in order to separate them from the other garments, select one of its shapes and hold both mouse buttons together while dragging To move all clusters of an entire garment together, in order to separate them from the other garment's clusters, click one of its clusters and hold both mouse buttons together while dragging 2. if the original collision settings of the individual garments are conflicting, or if the actual garments layering results are different than required, amend the collision settings for the garments' shapes accordingly For example, if you have a shirt that should be tucked in pants, the pants shapes should get a higher layer number than the topmost layer of the shirt 3. Some cluster adjustments may also be required for the right interaction between the garments. Generally you would like to place the outer layers further away form the avatars than the inner layers. The vertical position may also be adjusted depending on the interaction between the garments 4. In certain situations, some edges may be assigned with shrink and depth values or some areas be covered with attachments with special physical properties in order to best adjust the interaction between the garments For example, when tucking a very large shirt in a pant, it may be helpful to shrink a part of the shirt so it would be easier to tuck it inside the pants
. Related Topics: Outfit principals and activities
Editing outfits View, edit or modify outfits See the source garments list Add or remove garments Switch individual garments color ways
View or modify outfit components u "Outfit Map" to view or edit outfits 1. On the main tool bar, click the small triangle next to the Gmap button
and select Outfit Map. The Outfit Map opens 2. Alternatively, on the main menu select View > Outfit Map 3. View the outfit components or modify as needed
. Related Topics: Outfit principals and activities
Adding or removing garments to/from outfits Add or remove garments to/from an existing outfit
Edit the outfit garments array Adding another garment to an existing outfit 1. 2. 3. 4. 5. 6.
u "Add" to call up an additional garment Open the outfit map Click the Add button. The file selector opens Browse for and select a garment file (VSGX). The file is added to the Outfit Map list Select the required size and color way and click OK The outfit map closes and the additional garment appears on the desk Adjust it as needed to interact with the other garments correctly
Removing a garment from an existing outfit 1. 2. 3. 4.
u "Delete" to remove a garment from the outfit Open the outfit map Select a garment row to be deleted Click the Delete button. The line is deleted from the list Click OK. The outfit map closes and the deleted garment disappears from the desk
. Related Topics: Outfit principals and activities
Outfits and color ways Select from the color ways available for each of the original garments. These are the color ways that came with the source files. This action is done in the Outfit map
Setting the current color way combination 1. 2. 3. 4.
u "ColorWay" to set the current color way per garment Open the outfit map At the ColorWay column use the drop down list for selecting each garment's color way Click OK. The outfit map closes The selected combination becomes the current outfit color way and is updated in 2D and 3D
. Related Topics: Outfit principals and activities Color ways functions
Advanced outfit adjustments A new shape property may be used for further adjusting multiple garment outfits. The new shape property, Distance from avatar, allows assigning garments in the same outfit different values. In most cases, the default (0.2 cm, as set in the simulation properties) for all garments should be OK, and the collision settings with occasional position offset, should do. Still, when needed, it is possible to assign the outer garments in the outfit a greater distance than the inner ones. This is done by selecting the required garments shapes and applying a different distance to them. Distance from avatar is also used when the outer garment friction value is not taking effect over an inner garment. In such situations the outer layer may be assigned with a higher distance from avatar values
Assigning special Distance from avatar to shapes u " Properties" to apply Distance from avatar per shape 1. In Fitting center, select Shapes > Properties. The Properties dialog box opens 2. Select a shape or several shapes. The selected shapes numbers show in the Shape: field 3. In the Distance from Avatar drop down list select a value. The new distance from avatar is applied to the shapes and will be effective in the next simulation
i Note: In most cases, no change is required. Proper collision settings should separate the different garments and position offset can be used to enhance the layers separation when needed Unlike position offset, the Distance from avatar property is effective from the beginning of the simulation, so it cannot be changed without a fresh simulation
. Related Topics: Outfit principals and activities
Saving outfit as garment Save the current outfit as garment (for example, in order to manage sizes). This action will convert the outfit to a regular garment and all outfit special features as well as the distinction between the different garments will not be available.
Converting an outfit to a regular garment 1. 2. 3. 4.
u "Save Outfit As Garment" to store the outfit as a garment In the Gmap, apply the desired display name for the garment to be. On the main menu, select File > Save Outfit As Garment. The save As dialog opens Browse for and select the target folder In the File Name field input the desired name and click the Save button. The file is saved as a normal garment
. Related Topics: Outfit principals and activities
Software settings and options Determine software settings and configurations
VStitcher Settings Switching skins Selecting units Selecting interface language Selecting background and allowance colors Linking to a 3rd party image editor Setting 2D Antialiasing Setting the mouse wheel zoom direction in 2D Texture selection indication Setting directories 3D view settings
. Related Topics: Additional Activities
Switching interface skins A choice of skins is available. Select your favorite theme
Selecting a skin u ”Skins” to select a GUI theme 1. On the menu bar select Tools > Settings. The Settings dialog box opens 2. Select the Skins tab 3. From the drop down list chose a skin and press OK
i Note: The changes will only take effect after the application is restarted
. Related Topics: Software Settings
Selecting system units Different units may be selected for working with Browzwear applications. Available units are: Centimeters Inches Millimeters
Setting the desired measuring units u ”System Units” to set the system units 1. On the menu bar select Tools > Settings. The Settings dialog box opens.
2. select the General Tab 3. From the System Units drop down list chose the desired units. The change is in effect immediately
. Related Topics: Software Settings
Selecting interface language The Browzwear application interface language may be changed as needed
Setting the GUI language u ”Language” to set the interface language 1. On the menu bar select Tools > Settings. The Settings dialog box opens 2. select the General Tab
3. 4. 5. 6.
From the Language drop down list chose a language and click OK A message appears asking to restart the application Press OK. VStitcher closes Open VStitcher . The chosen language is now in effect
. Related Topics: Software Settings
Selecting colors Choose different colors if needed for the 2D desk background color, the pattern pieces allowance color or the default 3D line color
Setting 2D environment or 3D lines colors u Changing colors 1. On the menu bar select Tools > Settings. The Settings dialog box opens 2. Select the General Tab. The colors selectors appear at the top right
3. Press the button next to a color. A color palette appears 4. Choose from the palette or use the color picker to define any other color 5. Press OK. The change takes effect immediately.
. Related Topics: Setting the 3D lines color in advance Software Settings
Linking to a 3rd party image editor Connect smoothly to an image editor. The effect takes place immediately after saving the image in the editor
Setting the preferred graphic editor for VStitcher u ”Image Editor” to set a 3rd party image editor 1. On the menu bar select Tools > Settings. The Settings dialog box opens 2. select the General Tab
3. In the Image editor field type the appropriate path or press Browse, to browse for a file 4. The setting takes effect immediately
. Related Topics: Software Settings Editing Images
Setting 2D Antialiasing Smooth 2D lines edges
Turning Anti aliasing on or off u ”2D Anti Aliasing” to enable/Disable anti aliasing
1. 2. 3. 4.
On the menu bar select Tools > Settings. The Settings dialog box opens select the General Tab Check/Uncheck 2D Anti Aliasing The change takes effect immediately
. Related Topics: Software Settings
Setting the mouse wheel zoom direction in 2D The wheel of the mouse may be used to zoom in or out in 2D. The direction of the wheel may be changed as needed
Switching the mouse wheel zoom direction u ”Reverse Mouse Wheel” to set the direction 1. On the menu bar Select Tools > Settings. The Settings dialog box opens 2. select the General Tab
3. Check/Uncheck Reverse Mouse Wheel 4. The change takes effect immediately
. Related Topics: Software Settings
Setting directories The Directories tab is used to set predefined directories. It includes: 1. My garments : The user’s preferred garment folder 2. Browzwear Library: The Browzwear sample garments 3. E-Store export: Where the web page Catalog and it’s files will be saved 4. Avatar Folder: Avatar storage location (local or shared network location)
Assigning predefined directories u To set preferred directories 1. On the menu bar select Tools > Settings. The Settings dialog box opens 2. Select the Directories tab
3. For each directory, type the appropriate path or click the Browse… button to select the desired folder
. Related Topics: Software Settings
Texture selection indication Selection of a fabric, an edge texture or an attachment is graphically highlighted both in 2D and 3D In 2D
Fabrics: A rectangle surrounds the shapes involved Edges: A rectangle surrounds the shapes involved and the relevant edges are highlighted in bright green In 3D
Fabrics: The shape is outlined in bright green Edges: The edges are highlighted in bright green
Viewing the texture selection indication
u To see texture selection indication 1. Select a fabric, an attachment or an edge texture icon from the bank bar. 2. If the entity selected is assigned to a shape, it will be highlighted as described above 3. To hide the indication press ESC
Disabling / enabling texture selection indication The texture selection indication may be fully disabled u To disable/enable texture selection indication 1. On the menu select View > Show > Texture Selection 2. Uncheck/check Texture Selection to disable/enable the indication 3. The change takes effect immediately
. Related Topics: Software Settings
3D view settings Set or modify the 3D view settings and options
3D view activities Applying a modest look to the avatar Showing measuring marks for dress form avatars Selecting simulation view mode Controlling layer management Keeping the 3D window on top Automatic loading of the garment related avatar 3D environments settings
. Related Topics: Displaying the 3D window Additional Activities 3D Window Tools and Actions
Support mechanism and worldwide cooperation This topic describes ways of sending garments to support teams or to collaborators worldwide Approaching Browzwear support A customer may approach
[email protected] whenever needed. To allow the support team to analyze the case thoroughly and provide detailed support, the customer creates a VSP (VStitcher Pack) file to send to Browzwear. The VSP file includes the garment file, as well as the customer’s database and relevant avatars Importance of adding the database and related avatars It is essential for Browzwear to have the updated customer’s database, in order to have access to the customer size charts, fabric physical properties and other elements contained there. It is also nessecary to have the exact avatar used by the customer Getting an answer from Browzwear The customer receives back a detailed answer together with the fixed garment in question if needed. The VSP that comes from Browzwear will usually not contain the client’s database, so as not to overwrite updates that have been done meanwhile by the customer. Browzwear will include the database only in special cases where browzwear’s intervention will be specifically needed. In such cases the customer will be made aware of this fact and act accordingly World wide collaboration The same system may be used for collaboration between organizations with different databases. For example, for an organization to open a vendor’s garment, or vice versa, the data should be exchanged by means of packing/unpacking as well Browzwear applications VSP exchange may be done using all Browzwear applications: VStitcher V-Styler V-Viewer
Collaboration activities Packing garments Unpacking garments Unpacking a VSP with an unsupported older database Worldwide collaboration
. Related Topics: Additional Activities
Packing garments Pack garments for support or collaboration. The VSP may include multiple avatars as well as the Database
Creating VSP files u ”Pack” to create a VSP file 1. Make sure that the relevant garment file is open 2. On the menu select Support and select Pack. The Pack Garment dialog box appears
3. Press the Add button to include avatars (Multi selection is possible) 4. Press the Remove button to exclude selected avatars from packed list (Multi selection is possible) 5. Check the Reference Database check-box to include the database information 6. Check the Attach directory content check-box to include files or folders which were added to the garment folder 7. Press OK. The Save As dialog box appears 8. Save the file in a folder of choice
Pack And E-Mail Use the Pack And E-Mail option to send the packed file directly using the default email application. The process is almost the same as described above, but the packed file will be saved to a temporary folder in this case and automatically attached to an email message.
. Related Topics: Support mechanism and worldwide cooperation
Unpacking garments Extract the VSP to a normal VStitcher file
Opening received VSP files u ”Unpack” to extract a VSP file 1. On the menu select Support > Unpack. The Unpack Garment dialog box appears
2. Check Unpack Avatars to copy the packed Avatar(s) into VStitcher 3. Check Unpack Reference Database to migrate the packed database into your database is automatically)
i Note: The Unpack Avatar and Reference Database options are available only if they were originally included in the packed file In case the original database or avatar already exists, a warning is issued asking authorization to overwrite existing data 4. Press OK. The Select Garment Destination Folder dialog box appears. This is where the extracted garment will be saved 5. Browse to a desired location and press Select 6. Confirm file replacement (overwriting) if necessary. The garment opens in VStitcher
. Related Topics: Unpacking a VSP with an unsupported older database Support mechanism and worldwide cooperation
Unpacking a VSP with an unsupported older database Unpacking a VSP with an unsupported older database requires upgrading the old database before it can be migrated to the system. This topic describes the complete process of unpacking such VSPs in order to be able to upgrade and migrate the old database.
Upgrading and migrating an unpacked older database u "Unpack" to extract a VSP file with an old database 1. On the menu select Support > Unpack. The Unpack Garment dialog box appears
(The Unpack Avatar and Reference Database options are available only if they were originally included in the packed file) 2. Check Unpack Avatars to copy the packed avatar(s) into your avatar repository 3. Check Unpack Reference Database to be able to migrate the packed database 4. Press OK. The Select Garment Destination Folder dialog box appears. This is where the extracted garment is saved 5. Browse to a desired location and press Select. A message appears informing that the database is too old to be migrated automatically. 6. A Save as dialog box opens for saving the old database file. Browse to a folder of choice and save the file 7. The unpacking of the garment continues. Confirm file replacement (overwriting) if necessary. The garment opens 8. Close VStitcher or V-Styler 9. The saved old database can now be upgraded and migrated 10. Open the unpacked garment again. It will now be connected to it's upgraded database
i Note: Repeat this process whenever needed for additional VSP files
. Related Topics:
Importing data from versions earlier than 4.0 Support mechanism and worldwide cooperation Data Migration
Worldwide collaboration Principals and guidelines for collaboration between organizations with different databases Garment ID The Browzwear Garment ID is automatically generated based on the hardware key. Any Browzwear file worldwide is assigned a unique ID which is combined of a two elements: Unique File ID Unique organization ID All in-house Browzwear files share the in-house organization ID, which is related to the in-house database. All collaborators Browzwear files have other organization IDs, which are related to the collaborators databases Collaboration unpacking options Collaborators garment files will be sent as VSPs, then unpacked. Working with the garments in house, can be done in two ways: 1. Unpacked collaborators garments will retain their Garment ID and will be connected to the collaborator’s database. (The collaborator's database is either unpacked or imported) 2. Unpacked collaborators garments that will be ”saved as”, will get the inhouse ID but will still be connected to the collaborators database
. Related Topics: Support mechanism and worldwide cooperation
Simulation topics Basic garment creation guidelines Stopping the simulation Simulation update overview Updating the simulation version Unsupported old simulation versions Automatic grid matching Shape validation Simulation cache Fabric thickness 3D Window Simulation menu Smoothing options Setting shapes position offset
. Related Topics: Interface basics and working conventions Activity Centers Additional activities
Basic garment creation guidelines General garment creation best practices for VStitcher Grid Default grid is 1.5. In many cases, smaller grid may be used. The simulation can handle grids as small as 0.2. For small shapes, the grid should not be larger than the shape. Clusters Initial placement matters. Choose the best possible pre simulation position. As a rule, move clusters closer to the body. If needed, uncheck the Constrained Area check box to move clusters even closer. It’s OK if shapes or stitches go inside the avatar body whenever appropriate. See Cluster dialog box to learn about all cluster placement options. Collision Set the right order of the layers in a garment See: Automatic collision mechanism
. Related Topics: Simulation topics
Simulation update overview Garments using older an simulation version may be updated to the latest simulation if required Simulation version older than 30 is no longer supported. Old garments using any simulation version which is less than 30 must be updated in order to be simulated Updating from an older simulation, which is less than 30, to simulation version 30 or up also involves a change of fabric physical properties standards. The fabric physical properties will be calculated automatically Updating to the latest simulation is irreversible and cannot be undone. Therefore it is recommended to save a new version of the garment for the update. For older garments, it is often required to some fine tuning, in order to get the best results of the update.
When updating old garments, pay attention to: Grid: Old grid values greater than 1.5 should be manually changed in most cases. Collision: (Mostly for garments with simulation version older than 30) The new system will reset all collision to the default. In many cases the new automatic collision will take care of all collision issues, but whenever needed, collision layer numbers should be assigned. Clusters: Cluster placement should also be adapted to the new simulation, mainly to get them closer to the body. Apply also the new cluster functions that have not existed before, like cluster symmetry and centralization
i Note: When upgrading old simulations, some adjustments and fine tuning may be needed For garments with simulation version older than 30: The fabric physical properties automatic update is only an estimate. It is most recommended to apply newly tested fabrics or use new generic fabrics from the database. Regardless of the simulation version, with old garments, some attention should also be diverted to the following issues (depending how old the garment is) 1. Old shapes symmetry: if necessary, re-symmetrize 2. Old fold lines: recreate old fold lines if necessary
. Related Topics: Updating the simulation version Simulation topics
Updating the simulation version Updating from an older simulation to simulation version 30 or up also involves a change of fabric physical properties standards. The fabric physical properties will be calculated automatically.
Upgrading older garments simulation version u ”Simulation Props” to update the simulation 1. On the menu bar select View > Simulation Props. The Simulation Properties dialog box opens
. 2. Press update. a. In case the current simulation version is 30 or later, the simulation is updated to the latest version. b. in case the current simulation version is less than 30, a confirmation massage appears:
c. Press yes to continue. The save as recommendation message appears:
d. Press Yes or No i. If Yes, the ”save as” dialog box opens. Proceed to save as a new garment
ii. If No, the current garment is updated
i Note: When upgrading old simulations, some adjustments and fine tuning may be needed
. Related Topics: Updating old garments to the latest simulation Simulation
Unsupported old simulation versions Discontinued support for older simulation versions As part of the ongoing improvement of the simulation, Browzwear is discontinuing support for older simulations. All simulations older than version 30 are not supported any more. Such garments may be opened in VStitcher, but in order to simulate them, they will have to be upgraded to the latest simulation.
i Note: When upgrading old simulations, some adjustments and fine-tuning may be needed
. Related Topics: Updating old garments to the latest simulation Simulation topics
Automatic grid matching Apply grid matching between adjacent shapes of the same grid size. This is optional and may be used whenever it helps to improve the garment. It is most effective with tight garments and with diagonal cut lines.
Applying the automatic grid matching to a garment u "Auto Grid Adjustment" to activate this option 1. On the menu bar select View > Simulation Props. The Simulation Properties dialog box opens
2. Check Auto Grid Adjustment on the bottom left 3. Click the OK button. The effect is applied and can be viewed on the simulated garment
i Note: In some cases this option may impair the symmetry It is not advised to use this feature for folds and pleats It will only take effect for adjacent shapes of the same grid size
. Related Topics: Simulation topics
Shape validation To avoid problems of bad simulation results because of shapes integrity issues, a shape validation mechanism is available. It will prompt the user when a shape has such problem:
i Note: ignoring this message will not prevent the simulation, but it is most advised to fix the problem before continuing.
. Related Topics: Simulation topics
Pre simulation activities The pre simulation stage presents the clusters arrangement, the stitches and the simulation origin pose, as well as the shapes grid size (if grid view is enabled). Clusters and shapes placement in 3D may be adjusted at this stage interactively both in 3D and 2D Stitches can be viewed and verified Origin pose can be reviewed Following the verification & adjustments this stage offers, the simulation may be ran. Repositioning Clusters and shapes in the 3D Window Clusters 3D 2D interaction Checking the stitches in 3D Pre-simulation origin poses
Verifying pre simulation setup u "Dress" to view the garment in 3D before the simulation 1. On the main toolbar, press the Dress icon
2. The garment is brought to the pre simulation stage: a. Clusters and shapes placement can be viewed and adjusted b. Stitches are indicated by yellow lines c. The avatar is positioned in the selected origin pose
. Related Topics: Simulation topics
Repositioning Clusters and shapes in the 3D Window Position clustersand pattern shapes directly on the 3D window. Changes in the 3D window are reflected back to the 2D desk
3D pattern positioning activities Selecting positioning options Moving and rotating clusters Moving Shapes Hiding the Avatar Viewing cluster hanging points in 3D
Video: 3D cluster adjustment
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: Smooth 3D 2D interaction 3D Window Tools and Actions Pre simulation activities
Select between different pre-simulation origin poses Six different pre-simulation origin poses are available. Their approximate angle refers to the arms relation to the avatar body 1. "Arms at 90°" 2. "Arms at 75°" 3. "Arms at 60°" 4. "Arms at 45°" 5. "Arms at 30°" 6. "Arms at 15°" Where "Arms at 90°" is the topmost position (arms are parallel to the floor) and "Arms at 15°" is the bottommost position. Use the different origin poses to best fit the type of garment being simulated. For example, for shirts with bat-wing or kimono sleeves, where the sleeves and the body are combined in one pattern shape, select the angle which will result in the best pre-simulation positioning of the garment.
i Note: The origin pose is saved with the garment For wide pattern shapes such as kimono styles, to keep the cluster shape from curving to the sides, in the cluster dialog box, uncheck the constrained area check box
Selecting an origin pose 1. 2. 3. 4.
u "Origin Poses" to select the simulation origin pose for a garment In the 3D window go to the Simulation menu Select"Origin Poses". A sub menu with all the different options is displayed Select the desired origin pose The selected pose will be used in the pre simulation stage for the garment
. Related Topics: 3D Window Simulation menu Relevant cluster properties
Simulation cache basics The simulation cache may be used to display the simulated garment on the avatar whenever nothing has changed from the last simulation. In such cases dressing the garment will skip all the simulation stages and the garment will be displayed in it's final 3D stage immediately, exactly as the result of the last simulation. Whenever anything has changed, such as: Avatar Avatar pose Garment size Pattern modification Fabric properties Clusters For multiple garments: the garments dressing order Etc... The cache will not be valid anymore and the garment will be fully simulated again. The cache files are saved with the garment. The cache may be disabled by the user: 1. Per garment 2. Per VStitcher working session 3. Per simulation 4. A one time deletion of the cache is also available
Cache controls & options Setting cache use per garment Disabling cache use for a VStitcher work session Forcing a simulation even though the cache is valid Deleting the cache
i Note: the closet cache mechanism remains unchanged
. Related Topics: Simulation topics 3D Window Simulation menu
Enabling/Disabling cache per VStitcher work session It is possible to work for a whole session with or without the cache. This mode can be switched on or off as much as needed during the work session. The default option (use cache) will be reset whenever restarting the application. For fine-tuning, testing or repeated simulations it is useful to disable the cache for the entire session.
Setting cache use per session u "Use Cache" to use or ignore cache 1. In the 3D window go to the Simulation menu 2. Select/deselect Use Cache. The setting is applied 3. To switch back repeat the same process
. Related Topics: Simulation cache basics 3D Window Simulation menu
Forcing a simulation even though the cache is valid If cache mode and garment cache are enabled, dressing a garment with a valid cache (which means nothing has changed since the last simulation) will result in an immediate display of the dressed garment on the avatar by the use of the cached simulation. To override this behavior, there is an option to force a new simulation. Use this option for example to: View/modify clusters in pre simulation View/validate the simulation process
Overriding the cache u "Force Simulation" to initiate a new simulation and override the cache 1. On the main tool bar press the little triangle to the right of the Dress button. A menu appears. 2. Select Force Simulation. The garment is put in the pre-simulation stage regardless of the cache availability. 3. To continue with the simulation, on the 3D tool bar click the Simulate button. The simulation takes place.
i Note: Using this option will replace the existing simulation cache with the new one To ignore the cache for several garments see: Enabling/Disabling cache per VStitcher work session
. Related Topics: Simulation cache basics
Deleting the simulation cache Delete the simulation cache whenever needed. A new cache will be generated after the next simulation. The cache may also be deleted prior to saving or packing a garment, so that the garment is saved without the cache files
Deleting the cache u "Delete Cache" to temporarily remove the cache 1. In the 3D window go to the Simulation menu 2. Select Delete Cache. The cache is deleted
i Note: The cache will be generated again when the garment is re-simulated (providing cache is enabled for the garment)
. Related Topics: Simulation cache basics
3D Window Simulation menu The 3D window simulation menu provides easy and quick access to some simulation parameters
Simulation menu activities Disable/Enable collision Multiple core processors options Select between different origin poses Enable/Disable the use of fabric Thickness Use/ignore cache Deleting the simulation cache
. Related Topics: 3D Window Tools and Actions
Fabric Physical Properties and testing methods True to life accuracy 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. There are many procedures and standards for testing the fabric physical properties. Some are commonly used in the industry. Others are Browzwear specific. This guide describes recommendations for testing procedures based on the Fabric Testing Kit:
FTK model 1
FTK model 2
Fabric Physical Properties activities Viewing fabric physical properties in the database Viewing a fabric’s physical properties in the BW application Fabric testing requirements, preparations and procedures Fabric physical properties: description and testing FTK packing arrangement New & old fabrics Converting FAST test results
. Related Topics: Additional Activities Converting FAST test results
Viewing fabric physical properties in the database View the physical properties of a fabric in the database
Checking the physical properties of a fabric in the database 1. 2. 3. 4. 5. 6.
u "Fabrics" to see fabric physical properties in the database Open the Database application In Browzwear Database Administration, Select the Resources tab On the left panel select Fabrics. The searchable fabrics list and options are displayed on the right hand side Select a fabric in the list. The fabric data appears on the bottom panel regardless of the active tab, the Physical Properties are available at the left of the bottom panel. select other fabrics in the list to view their physical properties
. Related Topics: Fabric Physical Properties and testing methods
Fabric testing requirements, preparations and procedures Prepare the fabric test pieces. Check the right testing order and data input
Pre tests requirements & preparations Preparing the tested fabric Testing order and data input
. Related Topics: Fabric Physical Properties and testing methods
Preparing the tested fabric Cut the test pieces at the right dimensions and proportions
Cutting the test pieces For testing, use three pieces of fabric cut in the following way: Grain line across (Width) Grain line along (Length) Grain line biased (45o) The standard size for testing is 10 x 22cm, or 8 X 18cm
i Note: Fabric dimensions should be length double the width plus some extra for the clips (about 2 cm) After cutting the pieces, be sure to enter the final actual dimensions in the calculator for each of the test pieces
. Related Topics: Fabric testing requirements, preparations and procedures
Testing order and data input Perform the tests and the data input in the right order. Check data input options
Performing the tests in the right order The tests and their acquired data have to be performed and fed into the system in the following order: 1. Mass 2. Bend 3. Stretch
Data input options The calculated values of the physical properties may be entered directly to VStitcher Physical Properties dialog box, or by using the fabric Physical Properties tab in the database
i Note: It is recommended to enter the data directly into the database. This way the data can be accessed any time. If the data is entered directly in VStitcher , it will only be used the specific garment
. Related Topics: Fabric testing requirements, preparations and procedures
Fabric physical properties: description and testing Detailed description of all the fabric tests
Fabric tests Specific Mass Bend Stretch
. Related Topics: Fabric Thickness Fabric Physical Properties and testing methods Elastic bands testing
Specific Mass Determine the mass of the fabric
Weighing the fabric Mass : Used to determine the exact weight of each pattern (shape) based on its area. Typical Values: 80 – 300 gr/m2. 1. 2. 3. 4.
u to test the mass of a fabric Use one of the three pieces (preferably not the biased piece) and measure the length and the width Weigh the piece Input the results into the database to be available for all Alternatively, enter it directly to a garment
i Note: Use any of the three pieces but preferably not the biased one, for this test
. Related Topics: Fabric physical properties: description and testing
Bend Test the fabric bend values
Testing the fabric resistance to bending and folding Bend W / L: (W= width of cloth, the grain line is across the test piece. L = length of cloth, he grain line is along the test piece.)The amount of resistance to folding when applying an external force on the cloth. Note: The biased test piece is not used for this test Please make sure the tested fabric pieces are smooth. If the fabric is crumpled, or has fold marks, the test will not be accurate Typical Values: 50 - 1000. Low Bend values will yield a fabric that is less resistant to folding while higher bend values will yield a fabric more resistant to folding. See images below:
. Related Topics: Bend Testing using FTK model 1 Bend Testing using FTK model 2 FTK models Fabric physical properties: description and testing
Bend testing using FTK model 1 Test the bend values of a fabric using FTK model 1
Testing the fabric bend ability 1. 2. 3.
4.
u To test the bend values of a fabric: Pull the Bend scale all the way out Clip the piece along its width using the upper clip Lay the clipped cloth on the main scale, in such a manner that most of the cloth is beyond the main scale surface and laying on the pulled out Bend scale Place the straight part of the bottom clip on the edge of the main working surface, the hook facing the top clip.
4. Pull the cloth on the Main Scale until the point where the edge of the cloth is just about to be detached from the Bend scale.
5. Measure: a. Length – the length of the curved cloth that remains beyond the edge of the rise.
i. To measure the Length, one of the following ways may be chosen: 1. Using a metal ruler under the remaining fabric, straighten the it with the ruler and measure the length from the rise to the end of the fabric 2. On the main scale, mark the point where the cloth reached at the detachment point. Pull the rest of the cloth on the main scale, until its end is aligned with the edge of the rise. mark that point as well. To attain the length subtract the two values b. Dist – the distance from the detachment point to the start of the bend test table
6. 7. 8. 9.
Note the results Input the results into the database to be available for all Alternatively, enter it directly to a garment Repeat the whole process for the other piece
i Note: It is recommended to repeat the test with the fabric turned to the opposite side (back\face) and use the average of the two tests For best results, it is recommended to repeat the test 3 times and enter into the calculator average of the 3 results For other testing devices, a different height may be used
. Related Topics: Bend Fabric physical properties: description and testing Inputting physical properties into the database Entering physical properties directly in a garment
Bend Testing using FTK model 2 Test the bend values of a fabric using FTK model 2
Testing the fabric bend ability 1. 2. 3. 4.
u To test the bend values of a fabric Pull the Bend scale all the way out Lower the main scale (close the FTK box) Lay the cloth on the main scale, in such a manner that most of the cloth is beyond the main scale surface and laying on the pulled out Bend scale Place the Smoothing bar on top of the fabric at it's designated place at end of the main scale
5. Pull the cloth on the Main Scale until the point where the edge of the cloth is just about to be detached from the Bend scale
6. Measure: a. Length – the length of the curved cloth that remains beyond the edge of the rise i. To measure the Length, one of the following ways may be chosen: 1. Using a metal ruler under the remaining fabric, straighten the it with the ruler and measure the length from the rise to the end of the fabric 2. On the main scale, mark the point the cloth reached at the detachment point. Pull the rest of the cloth on the main scale, until its end is aligned with the edge of the rise. Mark that point as well. To attain the length subtract the two values b. Dist – the distance from the detachment point to the start of the bend test table
7. 8. 9. 9.
Note the results Input the results into the database to be available for all Alternatively, enter it directly to a garment Repeat the whole process for the other piece
i Note: It is recommended to repeat the test with the fabric turned to the opposite side (back\face) and use the average of the two tests For best results, it is recommended to repeat the test 3 times and use the average of the 3 results For other testing devices, a different height may be used
. Related Topics: Bend Fabric physical properties: description and testing Inputting physical properties into the database Entering physical properties directly in a garment
Stretch Test the fabric resistance to stretching
Testing the fabric stretchability For all stretch tests use several weights in succession, typically 3 different weights from 100 to 300 grams (or continue adding more of the same -or heavier-weights, depending on the fabric). The weights may have a tolerance of 5% on their actual weight (e.g. a weight of 100 grams is OK even it actually weighs differently providing it is no more than 105 grams and not less than 95 grams) Linearity These tests will also calculate the fabric linearity for the stretch and the shear. Linearity is defined as the percentage of extension where the fabric becomes less elastic. A value of 0, means infinite linearity. Typical Values: 10 – 100 and up to infinity (0). Low values will yield fabrics which become less elastic early (many types of knits). Higher values will yield fabrics which remain with the same elasticity level longer. Stretch The amount of force needed in order to extend the length of a cloth when applying an external force on the cloth in the vertical direction or the horizontal direction. This is the most significant force in the simulation. Typical Values: 50 (Knits) – 3000 (Woven). Low Stretch values will yield fabrics with low resistance to stretching, while higher values will yield a more stretch resistant fabric Shear The amount of force needed in order to deform a piece of cloth’s initial geometrical shape, these forces act only in the cloth plain. Note: Use only the biased cut piece for this test. Typical Values: 5 – 300. Low Shear values will yield a fabric that is less resistant to such deformation.
. Related Topics: Stretch and shear test using FTK model 1 Stretch and shear test using FTK model 2 FTK models Fabric physical properties: description and testing
Stretch and shear test using FTK model 1 Test the stretch values of a fabric using FTK model 1
Testing the fabric stretchability u To test fabric stretch/Shear with FTK model 1 For each of the tested pieces: 1. Clip both ends using the top and bottom clips 2. Lay the cloth flat on the main working table. Stretch gently and let go. Make sure the fabric is fully extended but not stretched. Do not extend the fabric by force. Also make sure that the tested piece does not become narrow at the center. If so, pull the narrow center out, in order to have a proper rectangle
Correct
incorrect
3. Net Length: Measure the length of the cloth between the clips, from the inner side of the top clip to inner side of the bottom clip
4. Hang the cloth with the clips 5. Hang the weights holder on the hook of the lower clip
6. Take a reading from the stretch-ruler, use the pointer of the weights holder and mark the ruler position for the weight of 0 grams 7. Insert a weight on the weights holder
8. Take a reading from the stretch-ruler, use the pointer of the weights holder and mark the ruler position for the first weight, usually, 100 grams 9. Repeat with more weights 10. Repeat for all three tested pieces 11. Note the results 12. Input the results into the database to be available for all
13. Alternatively, enter it directly to a garment
i Note: When testing the biased stretch test, the pieces sometimes deform to some extent so that the bottom clip slides sideways and hangs diagonally 1. In general if the deformation is small, proceed as normal and stick to reading the same side all the time 2. If the deformation is greater, and the differences between the two sides are significant, read & note both sides at each weight, find the average and use that for the calculator Important: When using the fabric testing kit model 1, keep the extension length the same throughout the tests
. Related Topics: Stretch and Shear Fabric physical properties: description and testing Inputting physical properties into the database Entering physical properties directly in a garment
Stretch and shear test using FTK model 2 Test the stretch values of a fabric using FTK model 2
Testing the fabric stretchability u To measure fabric stretch/Shear with FTK model 2 For each of the tested pieces: 1. Open the kit and lock in upright position
2. Remove the top clip by pulling it out of the kit
3. Clip both ends using the top and bottom clips 4. Lay the cloth flat on the main working table. Stretch gently and let go. Make sure the fabric is fully extended but not stretched. Do not extend the fabric by force. Also make sure that the tested piece does not become narrow at the center. If so, pull the narrow center out, in order to have a proper rectangle
Correct
incorrect
5. Net Length: Measure the length of the cloth between the clips, from the inner side of the top clip to inner side of the bottom clip
6. Push in the stoppers on both sides and slide the top clip with the cloth hanging all the way down
7. Hang the weights holder on the lower clip
8. Take a reading from the stretch-ruler, use the top bar of the weights holder and mark the ruler position for the weight of 0 grams
9. Insert a weight on the weights holder
10. Take a reading from the stretch-ruler, use the top bar of the weight’s holder and mark the ruler position for the first weight, usually, 100 grams 11. Repeat with different weights
12. 13. 14. 15.
Repeat for all three tested pieces Note the results Input the results into the database to be available for all Alternatively, enter it directly to a garment
i Note: When testing the biased stretch test, the pieces sometimes deform to some extent so that the bottom clip slides sideways and hangs diagonally 1. In general if the deformation is small, proceed as normal and stick to reading the same side all the time 2. If the deformation is greater, and the differences between the two sides are significant, read & note both sides at each weight, find the average and use that for the calculator
. Related Topics: Stretch and Shear Fabric physical properties: description and testing Inputting physical properties into the database Entering physical properties directly in a garment
Elastic bands testing Test the physical properties of elastic bands
The basic elastic bands types Elastic are divided into two basic types for testing Rigid & Raw: 1. Rigid will be used for most woven/coated elastic bands, where the stretch and bend values for the width are extremely high & not elastic 2. Raw is used for raw, uncoated elastic bands. In this case the stretch and bend values of the length will be also be used for the width
Testing elastic bands For elastic bands, test only the length of the band for any of the tests
i Note: Binding bands may also be tested in the same way as elastics! Elastic bands tests results in the database Inputting elastic bands test results in a garment
. Related Topics: Fabric physical properties: description and testing Inputting physical properties into the database
Physical properties data input options Input fabric physical properties in the database (recommended) or directly in the current garment
The two options of data input 1. Inputting fabric physics into the database is recommended because it is available to all garments and users 2. Inputting tested fabric physics directly in a garment is not recommended because it is available only for the current garment Inputting physical properties into the database Entering physical properties directly in a garment
. Related Topics: Fabric Physical Properties and testing methods
Inputting physical properties into the database Inputting fabric physics into the database is recommended because it is available to all garments and users Prerequisites: Physical properties test results of one or several fabrics. (See Fabric Properties and testing procedures), Fabrics basic data
Applying fabric tests results in the database (generic)
1. 2. 3. 4. 5. 6. 7. 8.
u "Testing Data" to enter fabric physical properties test results to the database Open the Database application In Browzwear Database Administration, Select the Resources tab On the left panel select Fabrics. The searchable fabrics list and options are displayed on the right hand side Select the fabric to which the physics should be applied (or create a new fabric). The fabric data appears on the bottom panel On the bottom panel select the Testing Data tab To be able to input data, uncheck the default Physics check box, at the top right of the bottom panel. The relevant fields become available Enter all test results and press the Save button The fabric is saved with the updated physical properties
Applying specific data Inputting Specific Mass in the database Inputting Bend test results in the database Inputting Stretch and Shear test results in the database Elastic bands Stretch test results in the database
. Related Topics: Viewing fabric physical properties in the database Physical properties data input options
Inputting Specific Mass in the database Input the Mass value in the physical properties section of a fabric in the database
Applying the Mass of a fabric to the database u "Mass" to update the mass value in the database 1. Open the Testing Data tab
2. In the Mass fields enter the cloth Width, length and weight. Under Physical Properties, The Mass field is updated with the calculation 3. Enter all other test results and press the Save button 4. The fabric is saved with the updated physical properties
i Note: To enter fabric mills ready supplied mass data without testing the actual fabric, enter for both Cloth Width & Cloth Length 100; and for Cloth Weight the number supplied by the mills (e.g. 200 grams). The calculation result under Physical Properties should be equal to the data from the mills.
. Related Topics: Inputting physical properties into the database
Inputting Bend test results in the database Input the Bend values in the physical properties section of a fabric in the database
Applying the Bend of a fabric to the database u "Bend Parameters" to update the Bend values in the database 1. Open the Testing Data tab
2. In the Bend Parameters fields enter the test results for the tested pieces. 3. Under Physical Properties, Press the Calculate button. The Bend fields are updated with the calculation 4. Enter all other test results and press the Save button 5. The fabric is saved with the updated physical properties
. Related Topics: Inputting physical properties into the database
Inputting Stretch and Shear test results in the database Input the Stretch and Shear values in the physical properties section of a fabric in the database
Applying the Stretch and Shear of a fabric to the database u "Stretch Parameters" to update the Stretch and Shear values in the database 1. Open the Testing Data tab
2. Under Stretch Parameters on the Elastic drop down menu select No, for fabrics (for elastics see specific instructions) 3. On the Testing Method drop down menu select FTK. a. Otherwise, in case the Fabric Testing Kit is not being used, select Manual. i. In this case input the measured length between the clips instead of the ruler position ii. Instead of Weight, enter the total weight being used each time, including the clip 4. Under Samples Sizes enter the 3 pieces dimensions with the net length which is the length between the clips. 5. Under Test results: Weight & ruler position, on the Weight column put all the weights being used starting with 0 6. Next to the Weight values enter the ruler positions of the tested pieces for each weight 7. When ready, Under Physical Properties, Press the Calculate button. The stretch fields are updated 8. Enter all other test results and press the Save button 9. The fabric is saved with the updated physical properties
. Related Topics: Elastic bands Stretch test results in the database
Inputting physical properties into the database
Elastic bands tests results in the database Use only the length (Grain line along) for elastic bands for all tests
Testing Elastic Bend Test the Bend only for the grain line along (length) Complete the final physical properties for the bend manually (see below)
Applying the Elastic band Stretch to the database
1. 2.
3. 4.
5. 6. 7. 8.
u "Stretch Parameters" to update the elastic stretch values in the database Open the Testing Data tab Under Stretch Parameters on the Elastic drop down menu select Rigid or Raw. This will determine the behavior of the elastic band width (which is not tested). Select it as needed (depending on the elastic band type: a. Rigid will be used for most woven/coated elastic bands, where the stretch value for the width is extremely high & not elastic b. Raw is used for raw, uncoated elastic bands. In this case the stretch value of the length will be also be used for the width As soon as an elastic type is selected, the Across & Biased columns will be disabled On the Testing Method drop down menu select FTK. a. Otherwise, in case the Fabric Testing Kit is not being used, select Manual. i. In this case input the measured length between the clips instead of the ruler position ii. Instead of Weight, enter the total weight being used each time, including the clip Under Samples Sizes enter the tested elastic dimensions with the net length which is the length between the clips Under Test results: Weight & ruler position, on the Weight column put all the weights being used starting with 0 Next to the Weight values enter the ruler positions for each weight When ready, press the Calculate button. The physical properties on the right are updated
Completing the elastic bend parameters manually Since only the length of the elastic is tested, the width (grain line across) parameters have to be completed manually. u "Override Calculation" to complete the elastic bend physical properties 1. After all the other tests and calculations are finished, under Physical properties, check Override Calculation. All fields become editable 2. For the Bend, under Grain line Across, enter the needed data:
a. If the elastic type is Rigid, use a high value such as 2000 or similar b. If the elastic type is Raw, copy the result from the Grain line Along field, so both are the same
. Related Topics: Inputting physical properties into the database
Entering physical properties directly in a garment Inputting tested fabric physics directly in a garment is not recommended because it is available only for the current garment. Please consider Inputting physical properties into the database instead. Still if needed, inputting test results directly in a garment can be done using the Fabric Properties dialog box Prerequisites: Physical properties test results of one or several fabrics. (See Fabric Properties and testing procedures)
Applying fabric tests results directly to a garment u ”Properties” to modify the properties of a fabric 1. In Fabric center, select Fabrics > Properties 2. From the image bank bar, select a fabric’s icon. The Fabric Properties dialog box opens for the chosen fabric
3. Use the calculators to enter the different tests results Inputting Inputting Inputting Inputting
Specific Mass in a garment Bend in a garment Stretch and Shear in a garment elastic bands Stretch test results in a garment
. Related Topics: Physical properties data input options
Inputting Specific Mass in a garment Input the Mass value directly in a garment
update the weight in the fabric properties u "Properties" to enter the test results in VStitcher 1. Open the fabric properties dialog box 2. Press the Mass calculator. The Calculate Mass dialog box opens
3. Enter the Height Width and Weight in the appropriate fields 4. Press the Apply button. The Mass is calculated
. Related Topics: Entering physical properties directly in a garment Inputting physical properties into the database
Inputting Bend in a garment Input the bend values directly in a garment
Update the bend in the fabric properties u "Properties" to enter the test results in VStitcher 1. Open the fabric properties dialog box 2. Press the bend calculator for the Width. The Calc Bend dialog box opens 3. Enter the data to the Calculator.
4. Click the Apply button, to complete the calculation. 5. Repeat for the Length
. Related Topics: Entering physical properties directly in a garment Inputting physical properties into the database
Inputting Stretch and Shear in a garment Input Stretch and Shear directly in a garment
Update the Stretch and Shear in the fabric properties u "Properties" to enter the test results in VStitcher 1. Open the fabric properties dialog box 2. Press the Stretch calculator. The Stretch Test dialog box opens
3. Keep the Test Kit chekbox checked when using the FTK, Otherwise, in case the Fabric Testing Kit is not being used uncheck it. In this case input the Length (measured length) instead of the ruler position and Total mass (total weight being used) instead of hanging mass. 4. Enter the test results in the appropriate fields 5. Press the OK button. The calculation is applied
. Related Topics: Entering physical properties directly in a garment Inputting physical properties into the database
Inputting elastic bands test results in a garment Use only the length for elastic bands testing for all tests Elastic Bend test Test the Bend only for the length. a. If the elastic type is Rigid, use a high value such as 2000 or similar b. If the elastic type is Raw, copy the result from the length field, so both length & width are the same Elastic Stretch test
For elastic stretch test, start with the normal stretch test procedure. 1. 2. 3.
4.
u To apply elastic stretch test results Open the stretch test calculator. The stretch test dialog box opens Check the Elastic band test check box. The width and the bias columns disappear. The Rigid Check box appears The Rigid parameter is for the elastic band width. Check or uncheck it as needed (depending on the elastic band type: a. Rigid will be used for most woven/coated elastic bands,where the stretch value for the width is extremely high & not elastic b. Raw [uncoated] elastic bands will be tested with this property unchecked. In this case the stretch value of the length will be also be used for the width Now enter the stretch test data to the calculator
. Related Topics: Fabric physical properties: description and testing
Packing the fabric testing kit Take care when closing the FTK box to keep all elements included and arranged so they will not be damaged
Closing the FTK box Arrange the FTK as described in the image
. Related Topics: Fabric Physical Properties and testing methods
New versus old fabrics physical properties Old fabrics are fabrics that were tested before the introduction of simulation 30 which was introduced with Browzwear version 4.0
i Note: This topic is only relevant to garments and fabrics from versions prior to version 4.0 From simulation 30 onward the fabric parameters have been changed to standard physical units. This allows the use of standard data from industry sources. The testing methods have also been improved, especially the Stretch test which has been united with the Shear and with a new feature: Elastic bands testing Bank of generic fabrics VStitcher comes with a basic bank of generic fabrics that were tested using the new procedure. Use these fabrics, unless testing actual new fabrics. Recommended: test all fabrics using the new method It is highly recommended for users to test all their own fabrics using the new methods and to update the database with this info. Old fabric properties compatibility The old fabrics remain as they were, for backward compatibility. All old fabrics compositions remain as ”read only” and cannot be edited. If needed an old fabric composition may be copied to be edited, in which case it will be reset to zero. Using old fabrics from the database (not recommended) When insisting on using old fabrics from the database, the fabrics will be automatically upgraded using an estimated calculation. This is not recommended. It’s best to use new tested fabrics.
. Related Topics: Unsupported old simulation versions Fabric Physical Properties and testing methods
Converting FAST test results The FAST test results may be converted to Browzwear specific fabric properties. A conversion utility for this purpose is provided with the VStitcher installation
Using the FAST converter u "FASTconverter.exe" to convert FAST test results to VStitcher values 1. In the VStitcher installation folder double click FASTconverter.exe. The Fast Converter dialog box opens
1. On the FAST Data pane enter the test results and press the Convert button 2. The VStitcher Data pane is populated with the converted results 3. Copy the VStitcher data to the appropriate physical properties in the database or directly to the physical properties sheet of a fabric in VStitcher
. Related Topics: Fabric Physical Properties and testing methods
Database functions and options The Browzwear database contains company garments specifications, for example fabric data, wires and size charts
Database activities Opening the database application Creating a new database Connecting to a database Replicating a database Database versions Sorting and filtering data Data migration & integration Updating Updating Updating Updating
the database with the database with the database with the database with
fabrics garment criteria sizes Wires
i Note: Practice regular backups of the database!
. Related Topics: Fabric Physical Properties and testing methods Additional Activities
Opening the database application Open the Browzwear Database Administration application to add, view or modify data
Opening the database interface u "Browzwear Database Administration" to open the Database panel 1. On the Windows start menu select Programs > Browzwear > Browzwear Database Administration # >Browzwear Database Administration # 2. The application opens
i Note: The Browzwear Database Administration application has an independent installation
. Related Topics: Database functions and options
Creating a new database Create a primary or additional database as needed. A database may be used for practice, for separating specific data, or for any other need. Switch between databases as needed.
Creating a database u "Create Database..." to make a new, empty database 1. Open the Database Administration application 2. On the File menu select Create Database... or press the icon on the tool bar. The Create Database dialog opens
3. In the Database Name field enter desired database name 4. Select the server a. If using a network server, select the Server Name field and enter the server name i. For a Full edition server (recommended) type the server name (clean, without any other characters) e.g. server1 If a named instance other than the default was applied, enter Server Name\Named instance e.g. server1\charlie ii. For Express edition server, type the server name\SQLEXPRESS e.g. server1\SQLEXPRESS If a named instance other than the default was applied, enter Server Name\Named instance e.g. server2\Alpha b. If using a local server, select Use Local Server 5. Press the Create button. The new database is created
i Note: A new database is initially empty, connect to it and then import data
. Related Topics: Database functions and options
Connecting to a database Use this dialog to: Connect to a database Switch to a different database Switch to a different server In VStitcher , to check which database is being used
Connecting to a database of choice This action can be done either in VStitcher or with the database application u "DB connection..." to connect to a database 1. Using VStitcher or the database application, on the main menu select Tools > Database connection... a. Or, with the database application use the Icon on the tool bar 2. The Database connection... dialog opens
3. Select Local Server or Server\Instance 4. For a server on the network: enter the server name under Server\Instance a. For a Full edition server (recommended) type the server name (clean, without any other characters) e.g. server1 If a named instance other than the default was applied, enter Server Name\Named instance e.g. server1\charlie b. For Express edition server, type the server name\SQLEXPRESS e.g. server1\SQLEXPRESS If a named instance other than the default was applied, enter Server Name\Named instance e.g. server2\Alpha 5. On the Database: drop down list select the desired database. The connection takes place
i Note: A new database is initially empty and requires data migration first
. Related Topics: Database functions and options
Replicating a database Database replication is used when disconnecting temporarily from a central server. Database replication, creates a local copy of the central database The replicated database can be used locally until reconnecting back to the central server A local SQL server (typically express edition) must be installed on the computer for the replication to take place
Replicating the central database locally This action is done in V-Stitcher or V-Styler u "Replicate Database" to duplicate the central database 1. Check your database connection to verify the connection to the right database 2. Using V-Stitcher or V-Styler on the main menu select Tools > Replicate Database The Database replication progress bar opens
3. The database replication takes place. The replicated database will be named prefixed with the word Replicated 4. When disconnected from the central database, connect to the newly created duplicate 5. When back to the company network, switch back to the central database
i Note: Only remote databases can be replicated Any change applied to the replicated database will not take effect in the central database
. Related Topics: Database functions and options
Database versions The database version appears on the bottom status bar, in brackets next to the database name:
The original database version (which came with Browzwear versions 4.5 and 4.6) is 45. Current database version (released with Browzwear version 4.7) is 100. The new database version has significantly faster data loading which can be noticed when opening the database administration application as well as the garment map in Browzwear applications.
Upgrading the database u "Upgrade Database Version" to upgrade a database to the latest version 1. Open the Database Administration application 2. On the Tools menu select Upgrade Database Version. The Upgrade Database Version dialog box opens
3. Select Local Server or Server\Instance 4. For a server on the network: enter the server name under Server\Instance a. For a Full edition server (recommended) type the server name (clean, without any other characters) e.g. server1 If a named instance other than the default was applied, enter Server
5. 6. 7. 8.
Name\Named instance e.g. server1\charlie b. For Express edition server, type the server name\SQLEXPRESS e.g. server1\SQLEXPRESS If a named instance other than the default was applied, enter Server Name\Named instance e.g. server2\Alpha On the Database: drop down list select the desired database Click the Apply button. The database is upgraded When finished, the status bar shows Database deployed successfully Connect to the upgraded database. Its upgraded version shows on the status bar as seen above
i Note: If upgrading the current database, its version on the status bar will be refreshed after closing & opening the database
. Related Topics: Database functions and options
Sorting and filtering data Sorting and/or filtering is possible in any of the data lists throughout the Database administration application sections
Sorting by column Sort by a column or several columns accumulated u "Click column name bar" to apply sorting 1. Click a column name bar (e.g. for fabrics, Name, Category etc..) 2. An arrow appears on the column name bar, designating the sorting order (up or down) and the list is ordered accordingly
3. Click a second time to reverse the order (up or down). The arrow is reversed and the list is updated 4. Click another column, the list is now sorted primarily by he last clicked column, and secondarily by the previously clicked column
Filtering data The filter bar appears above the column names. Any column is filtered separately. Several column filters may be accumulated. The filtering is not case sensitive. u "Enter filter characters in the filter field of a column" to filter 1. In the column filter field enter the desired filter characters with or without asterisks 2. Click the icon. The filter is applied. Any entry that doesn't match the filter syntax is hidden
3. You can filter further by expanding the current column filter (e.g. t*c*) or filtering additional columns. Click the icon to apply each change. 4. To remove all filters click the icon. When all filters are cleared, click again the icon to go back to the unfiltered list
. Related Topics: Database functions and options
Data Migration With data migration you can populate empty databases or add data to populated ones. Import default data, databases of different versions or companies. Export to file.
Migration activities Import
Importing default data Importing version 4.5 data Importing versions 4.4-4.3 data Importing versions 4.2-4.0 data Importing data from versions earlier than 4.0 Unpacking a VSP with an unsupported older database Importing Browzwear data Export
Export database Important! In the situation where switching from several separate databases to a central one, migrate the one most updated and best maintained. If important data is still missing, manually update it.
i Note: Database migration takes place automatically when unpacking VSPs which contain a database
. Related Topics: Database functions and options
Importing default data The default data is the factory defined data for a new database. It supplies all the necessary database elements for normal operation of the software. Import default data to: Populate an empty new database with default data Add default data to the current data Reset the data to the default state
Migrating default data u "Default Data" to populate the DB with Default data 1. Open the Database Administration application 2. On the File menu go to Migration. The Data Migration window opens
3. Select Import > default data. The import process takes place with information displayed in the migration window 4. When the process is completed, the message: Process completed! appears 5. Close the migration window to proceed
. Related Topics: Data Migration
Importing version 4.5 or later data Import version 4.5 or later databases. The importable 4.5 data is saved as .dat file. An option is available to drop existing data before the import. This affects the imported company only.
Importing complete version 4.5 (or later) databases u "Version 4.5" to import a file containing version 4.5 or later database 1. Open the Database Administration application 2. On the File menu select Migration. The Data Migration window opens
3. Select Import > Version 4.5 or later. The Import Version 4.5 or Later dialog box opens
4. Browse for and select a file. Press the Open button. the file is selected and it's path shows in the File field 5. Check/uncheck Drop data before import a. If checked, all current data of the imported company (if exists) is deleted before the import b. If Unchecked, the current data of the imported company (if exists) is not deleted i. If the import includes data that already exists, you have a choice of overwriting the existing with the imported, or leaving the existing as is 6. The import process takes place with information displayed in the migration window 7. When the process is completed, the message: Process completed! appears 8. Close the migration window to proceed
. Related Topics: Data Migration
Importing versions 4.4 - 4.3 data Import databases from past versions 4.4 and 4.3. Select between importing the root company only or all companies.
Populating the database with data from versions 4.4 or 4.3 u "Version 4.4-4.3 " to import databases of these versions 1. Open the Database Administration application 2. On the File menu select Migration. The Data Migration window opens
3. Select Import > Version 4.4-4.3. The database selection dialog box opens
4. In the Database Location browse for and select the database folder 5. Check or uncheck Import only root company as needed a. If checked, only the root company data will be imported b. If unchecked, all available companies data will be imported (See note below) 6. Check or uncheck the Overwrite existing data check box as needed 7. Press the Import button. The import process takes place with information displayed in the migration window 8. When the process is completed, the message: Process completed! appears 9. Close the migration window to proceed
i Note: When Import only root company is unchecked all available companies will be imported. All available companies are the companies whose databases have been accumulated by means of unpacking VSPs. Any individual company may be imported by selecting its specific folder as the Database Location
. Related Topics: Data Migration
Importing versions 4.0 - 4.2 data Import databases from past versions 4.2 to 4.0. Several files may be selected for simultaneous import.
Populating the database with data from versions 4.0 to 4.2 u "Version 4.0-4.2" to import database files of these versions 1. Open the Database Administration application 2. On the File menu select Migration. The Data Migration window opens
3. Select Import > Version 4.0-4.2. The database selection dialog box opens
4. At the Import Files: section press the Add button. The Select database files to add dialog box opens 5. Browse for and select a file. Press the Open button. The file is added to the list 6. Check or uncheck the Overwrite existing data check box as needed 7. Press the Import button. The import process takes place with information displayed in the migration window 8. When the process is completed, the message: Process completed! appears 9. Close the migration window to proceed
. Related Topics: Data Migration
Importing data from versions earlier than 4.0 Importing older databases from versions earlier than 4.0 requires upgrading the old database before it can be migrated to the system. The upgrade is done using a utility that can be found in the Browzwear installation folder Following the upgrade, the databases can be imported as version 4.0
Upgrading database files from older versions 1. 2. 3.
4. 5.
u "RefDBUpdate.exe" to upgrade older databases Create a new folder (e.g. C:\Browzwear\DBupgrade) Copy the mdb files needing the upgrade to the newly created folder In the folder Old DB Upgrade utility, located in the Browzwear installation folder (e.g. "C:\Program Files\Browzwear\VStitcher\4.6") copy the file RefDBUpdate.exe to the same new folder created in item #1 In the newly created folder, which now contain both the utility and the mdb files, run RefDBUpdate.exe. The mdb files are upgraded. The upgraded files can now be imported as version 4.0 files
i Note: RefDBUpdate.exe can only be used with 32 bits operating systems!
. Related Topics: Data Migration
Importing Browzwear data Import Browzwear data to allow dressing garments from the Browzwear library. This is only needed in case Browzwear data is not already available. The indication that this data should be imported is a notification that a company with database ID 1 is missing, when trying to simulate Browzwear garments
Importing the Browzwear company database u "Import BW data" to add Browzwear data 1. Open the Database Administration application 2. On the File menu go to Migration. The Data Migration window opens
3. Select Import > Import BW data to add Browzwear data. The import process takes place with information displayed in the migration window 4. When the process is completed, the message: Process completed! appears. 5. Close the migration window to proceed
. Related Topics: Data Migration
Export database Export the database to an importable file
Exporting the database to a file u "Entire Database..." to save the database as a file 1. Open the Database Administration application 2. On the File menu select Migration. The Data Migration window opens
3. 4. 5. 6.
Select Export > Entire Database... a file browser opens Enter a file name and press the Save button. The export process takes place. When the process is completed, the message: Process completed! appears. Close the migration window to proceed
. Related Topics: Data Migration
Updating the database with fabrics Fabrics data include fabric physical properties and other fabric attributes. In order to have the fabrics data, the Fiber and category criteria need to be populated in the database first. Fabric manufacturers information is optional.
Database fabric activities Adding new fibers Adding new fabric categories Adding new fabrics Default Physics Adding manufacturers to the database
. Related Topics: Database functions and options Fabric Physical Properties and testing methods
Adding new fibers Fibers are the basic components of a fabric, e.g. Cotton, or Lycra. Many fabrics are composed of different fibers
Adding fibers to the database 1. 2. 3. 4. 5. 6.
u "Add" to update the database with new fiber information Open the Database application In Browzwear Database Administration, Select the Administration tab On the left panel select Fibers. The searchable fibers list and options are displayed on the right hand side On the bottom panel press the Add button. The relevant fields become available Enter the fiber name and additional details as needed and press Save The new record is added to the list
i Note: To edit an existing entry, select it in the list and modify it as needed
. Related Topics: Updating the database with physical fabric properties
Adding new fabric categories Fabric categories are used for sorting or filtering the different fabrics. For example: Knitted fabrics, Elastics etc…
Adding fabric categories to the database 1. 2. 3. 4. 5. 6.
u "Add" to create new fabric category in the database Open the Database application In Browzwear Database Administration, Select the Administration tab On the left panel select Fabric Categories . The searchable fabric categories list and options are displayed on the right hand side On the bottom panel press the Add button. The relevant fields become available Enter the fabric category name and additional details as needed and press Save The new record is added to the list
i Note: To edit an existing entry, select it in the list and modify it as needed
. Related Topics: Updating the database with physical fabric properties
Adding new fabrics Add new fabrics to the database. To add new fabrics, the Fiber and Fabric Categories criteria need to be populated first. Prepare this beforehand if necessary
Populating the database with fabrics 1. 2. 3. 4. 5. 6.
7.
u "Add" to add a new fabric to the database Open the Database application In Browzwear Database Administration, Select the Resources tab On the left panel select Fabrics. The searchable fabrics list and options are displayed on the right hand side On the bottom panel press the Add button. The relevant fields become available on the General tab Enter the fabric name and additional details as needed (Company S/N is not mandatory but must be unique!) Under Fabric Composition press the Add button a. A new row is added b. In the new row click twice inside the Fiber field. A drop down list that appears Select a fiber from the list c. Optional: Under Percentage enter a number from 1 to 100. d. Repeat for additional fibers as needed Press Save. The new fabric is added to the list with default physical properties
i Note: The total of the fibers percentage if entered, must be 100 To edit an existing entry, select it in the list and modify it as needed The new fabric will be assigned the Default Physics until populated with tested data
. Related Topics: Inputting physical properties to the database Fabric Physical Properties and testing methods
Default Physics The default physics will be used in V-Stitcher or V-Styler for the default fabric that is available with any new garment. It will also remain intact when inputting a new fabric unless changed by the user. If necessary, the default physics may be changed to reflect different values that are more suitable for the user/company.
Editing the default physics 1. 2. 3. 4. 5.
u "Edit"To edit the Default Physics Open the Database application In Browzwear Database Administration, Select the Administration tab On the left panel select Default Physics. The physics are displayed On the bottom panel press the Edit button. The fields become available Enter the required properties and press Save
i Note: The preset physics are recommended for most cases
. Related Topics: Updating the database with physical fabric properties
Adding manufacturers to the database Manufacturers are optional. They can be associated with fabrics or wires
Populating the database with manufacturers 1. 2. 3. 4. 5. 6.
u "Add" to input manufacturers Open the Database application In Browzwear Database Administration, select the Administration tab On the left panel select Manufacturers. The searchable list and options are displayed on the right hand side On the bottom panel press the Add button. The relevant fields become available Enter the manufacturer name and additional details as needed and press Save The new record is added to the list
i Note: To edit an existing entry, select it in the list and modify it as needed
. Related Topics: Updating the database with fabrics Updating the database with wires
Updating the database with garment criteria The garment criteria include: Age range Season Garment type Garment style These are used in the Garment Map
Database garment attributes activities Adding Adding Adding Adding
ages to the database Seasons to the database garment styles to the database garment types to the database
. Related Topics: Database
Adding ages to the database Add needed age ranges to be used in the Garment Map
Populating the database with ages 1. 2. 3. 4. 5. 6.
u "Add" to add an age range Open the Database application In Browzwear Database Administration, select the Administration tab On the left panel select Age Ranges. The searchable age ranges list and options are displayed on the right hand side On the bottom panel press the Add button. The relevant fields become available Enter the age range name and additional details as needed and press Save The new record is added to the list
i Note: To edit an existing entry, select it in the list and modify it as needed
. Related Topics: Updating the database with garment data
Adding Seasons to the database Add seasons to be used in the Garment Map Example: Summer
Populating the database with seasons 1. 2. 3. 4. 5. 6.
u "Add" to add a season Open the Database application In Browzwear Database Administration, select the Administration tab On the left panel select Seasons. The searchable seasons list and options are displayed on the right hand side On the bottom panel press the Add button. The relevant fields become available Enter the season name and additional details as needed and press Save The new record is added to the list
i Note: To edit an existing entry, select it in the list and modify it as needed
. Related Topics: Updating the database with garment data
Adding garment styles to the database Add styles to be used in the Garment Map Example: casual
Populating the database with Styles 1. 2. 3. 4. 5. 6.
u "Add" to add a garment style Open the Database application In Browzwear Database Administration, select the Administration tab On the left panel select Garment Styles. The searchable garment styles list and options are displayed on the right hand side On the bottom panel press the Add button. The relevant fields become available Enter the style name and additional details as needed and press Save The new record is added to the list
i Note: To edit an existing entry, select it in the list and modify it as needed
. Related Topics: Updating the database with garment criteria
Adding garment types to the database Add garment types to be used in the Garment Map Example: Sports Jacket
Populating the database with garment types 1. 2. 3. 4. 5. 6.
u "Add" to add a Garment type Open the Database application In Browzwear Database Administration, select the Administration tab On the left panel select Garment Types. The searchable list and options are displayed on the right hand side On the bottom panel press the Add button. The relevant fields become available Enter the garment type name and additional details as needed and press Save The new record is added to the list
i Note: To edit an existing entry, select it in the list and modify it as needed
. Related Topics: Updating the database with garment data
Updating the database with sizes Database sizes activities Introduction to sizes Viewing sizes in the database Adding a new primary size chart Populating a primary size chart with sizes Adding a new dependent size chart Populating a dependent size chart with data
. Related Topics: Database functions and options Managing Sizes in Browzwear applications Ignoring the sizing mechanism
Introduction to sizes in the database Sizes in the Browzwear database are linked tightly with Browzwear applications in the following areas: Avatar body measurements Size tolerance in the Simulation properties Garment sizes Garment native sizes must be included in the size chart designated in the Garment map and the size range must not exceed the designated size range Types of size charts There are two types of size charts, Primary and Dependent: A primary size chart has all body measurement defined in it A dependent chart is based on an existing chart and can incorporate a size range for each of its sizes. For example: size S in a dependent chart, can consist of the range of sizes 36-38 (or just 36) in an existing chart. Size M will range from 40 to 42 etc… Editing sizes Sizes may be edited any time in the database, to add more sizes or to modify existing sizes Prerequisites The prerequisites for adding a new size chart to the database are: 1. Body measurements: Bust, waist and hips measurements for all needed sizes. 2. Sizes names (ex: 1, 2, 3… or S, M, L… or 36, 38, 40…etc...)
i Note: The sizing mechanism can be ignored altogether if needed
. Related Topics: Updating the database with sizes Ignoring the sizing mechanism
Viewing sizes in the database View the list of the size charts, or the sizes of each chart, in the database
Listing sizes in the database u "Size Charts" to view the sizes list 1. Open the Database application 2. In Browzwear Database Administration, select the Administration tab 3. On the left panel select Size Charts. The searchable list and options are displayed on the right hand side 4. On the bottom panel select the Size Chart Details tab to see the basic size chart elements 5. On the bottom panel select the Sizes tab to see the list of sizes in the current size chart
i Note: To edit an existing entry, select it in the list and modify it as needed
. Related Topics: Updating the database with Sizes
Adding a new primary size chart Add a primary size chart or edit an existing one
Creating a new primary size chart in the database 1. 2. 3. 4. 5. 6.
u "Add" to create a new primary store size Open the Database application Open the size chart size list. The list is displayed On the bottom panel select the Size Chart Details tab and press the Add button. The relevant fields become editable Populate the relevant fields as needed Leave the Source Size chart blank Press the Save button. The new size chart is added to the list and is ready for input
i Note: To edit an existing entry, select it in the list and modify it as needed
. Related Topics: Updating the database with Sizes
Populating a primary size chart with data Input the sizes data in the chart or edit existing sizes
Adding or editing sizes for a primary size chart in the database 1. 2. 3. 4. 5. 6. 7.
u "New" to input data into a primary size chart Open the Database application Open the size chart size list. The list is displayed In the list select the size chart to populate. The details are displayed at the bottom panel On the bottom panel select the Sizes tab and press the New button. A new empty size line is added Select the new empty line and under Size details, enter the size name with bust, waist and hips measurements Repeat the process for additional sizes When ready, press the Save button. The size chart is saved with the sizes
i Note: To edit an existing entry, select it in the list and modify it as needed
. Related Topics: Updating the database with Sizes
Adding a new dependent size chart Add a dependent size chart or edit an existing one
Creating a new dependent size chart in the database u "Add" to add a new dependent store size 1. Open the Database application 2. Open the size chart size list. The list is displayed 3. On the bottom panel select the Size Chart Details tab and press the Add button. The relevant fields become editable 4. Populate the relevant fields as needed 5. For Source Size chart, select a primary chart. This chart will be used for the definition of the new sizes 6. Press the Save button. The new size chart is added to the list and is ready for input
i Note: To edit an existing entry, select it in the list and modify it as needed
. Related Topics: Updating the database with sizes
Populating a dependent size chart with data Input the sizes data in the chart or edit existing sizes
Adding or editing sizes for a dependent size chart in the database 1. 2. 3. 4. 5. 6. 7.
u "New" to input data into a dependent size chart Open the Database application Open the size chart size list. The list is displayed In the list select the size chart to populate. The details are displayed at the bottom panel On the bottom panel select the Sizes tab and press the New button. A new empty size line is added Select the new empty line and under Size details, enter the size name and select the size range which is derived from the designated primary chart Repeat the process for additional sizes When ready, press the Save button. The size chart is saved with the sizes
i Note: To edit an existing entry, select it in the list and modify it as needed
. Related Topics: Updating the database with Sizes
Updating the database with wires In order to use wires for bras or other garments, the wires’ data has to be prepared in the database first. For this, a scanned image of the wire is needed. Each wire can contain many different sizes Each size has it's specific details and wire shape
Database Wires activities Adding wires to the database Adding manufacturers
. Related Topics: Database functions and options Wires, for instructions on how to use wires in VStitcher
Adding wires to the database To add a wire to the database, have a scanned image of the wire ready beforehand, at a known DPI value The different wire sizes are populated as part of the Add wire process
Populating the database with wires 1. 2. 3. 4. 5. 6.
7. 8.
u "Add" to input a new wire information Open the Database application In Browzwear Database Administration, Select the Resources tab On the left panel select Wires. The searchable wires list and options are displayed on the right hand side On the bottom panel press the Add button. The relevant fields become available Under General enter the wire name and additional details as needed Under Wire Size press the Add button. A new line is added to the sizes list a. Under Wire Size, click inside the Name field and enter the size name b. Optional: Fill in all, or some of the other fields of size data: i. Vendor serial number ii. Company serial number (not mandatory but must be unique!) iii. Color description iv. Cups description v. Comments Repeat for additional sizes Digitize the wire shape for each of the sizes: a. Under Wire Size,click the first size row to select it. The size is selected and the row is highlighted b. At the bottom right of the Wire Shape section, press the button. An Open file dialog box appears. Browse for and open the scanned wire image. The wire image appears c. Under Wire Shape, set the DPI field, enter the DPI value in which the image was scanned. Important: this will ensure the true size of the wire in V-Stitcher d. Zoom in on the wire image or use the To Fit button, use also the scroll bars to move the image if needed e. Under Wire Shape, press the Edit button. The functions become available. f. Press the icon to start digitizing the wire. Create points while following the curve of the wire from left to right. g. To improve the curve use the curve h. Use the i. Use the
to move points to a better place on the
icon to delete points if needed icon to clear all points if needed
9. Repeat for all sizes 10. When ready, press the Save button. The wire is added to the list
i Note: To edit an existing wire shape, under Wire Shape, an image must be opened first!
. Related Topics: Updating the database with wires
3D Window tools and actions Many operations in Browzwear's applications take place in the 3D environment. These include avatars, environments or garments activities, as well as generating images or 3D objects
3D window activities 3D view settings 3D toolbar Parametric Avatar Repositioning Clusters and shapes in the 3D Window 3D Measuring Tapes Tension and Pressure maps Editing Textures in the 3D Window 3D Window output
. Related Topics: 3D Window 3D Navigation Additional Activities
Applying a modest look to the avatar With the modest look, the avatar’s private parts are covered in an underwear-like layer. This can be turned on or off as needed
Turning on or off the avatar modest cover u ”Avatar Modest Look” to turn on/off the avatar modest look 1. On the menu bar click Tools > Settings. The Settings dialog box opens
2. Select the 3D view tab 3. Check the Avatar Modest Look check box 4. Press the OK button. The avatar look changes
. Related Topics: 3D view settings Showing measuring marks for dress form avatars
Dress form avatars measuring marks The dress form avatars are equipped with optional measuring marks, similar to standard industry dress forms. These marks may be displayed or hidden as needed
Male Dress Form with Measuring marks
Male Dress Form without Measuring marks
i Note: Measuring marks are only available for the dress form avatars
. Related Topics: Showing measuring marks for dress form avatars
Showing measuring marks for dress form avatars Show or hide the measuring marks on the dress form avatars
Displaying the measuring marks of the dress forms u ”Avatar Modest Look” to show/hide the measuring marks 1. On the menu bar click Tools > Settings. The Settings dialog box opens
2. Click the 3D view tab 3. Check the Avatar Modest Look check box 4. Click the OK button. The Avatar look changes
i Note: Measuring marks are only available for the dress form avatars
. Related Topics: 3D view settings Applying a modest look to the avatar
Selecting simulation view mode Select between 3 simulation view modes. The selected mode will take affect for all garments
Available simulation view modes 1. Outline: only the outline of the shapes is seen during the simulation. The pre simulation stage is skipped and the simulation is a bit faster 2. Grid: the grid as well as the tension map (optional) is viewed in pre simulation and during the simulation 3. Textures: the textures are rendered in pre simulation and all the way through the simulation u ”Simulation View” to determine the view during the simulation 1. On the menu bar click Tools > Settings. The Settings dialog box opens 2. Click the 3D view tab 3. In Simulation View Select one of the 3 radio buttons: Outline, Grid or Textures 4. Click the OK button. The simulation behavior changes accordingly
. Related Topics: 3D view settings
Controlling layer management Deactivate layer management when more than one garment is dressed on the avatar Usually, the default behavior (applied) should be used. deactivate it only in special cases
Managing 3D layers for garments u "Apply Layer Management" to deactivate layer management 1. On the menu bar, select Tools > Settings > 3D view 2. Deselect Apply Layer Management. The garments will be layered in the order applied on the avatar
. Related Topics: Layers in the GMap 3D view settings
Keeping the 3D window on top Keep the 3D window always on top, to enable working in 2D while watching the changes in 3D. Otherwise, the 3D window is hidden whenever clicking in the 2D desk
Preventing the 3D window from disappearing u ”Always on top” to keep the 3D window from disappearing while working in 2D 1. 2. 3. 4.
On the menu bar click Tools > Settings. The Settings dialog box opens Click the 3D view tab Check the Always On Top check box Click the OK button. The 3D window remains on top
. Related Topics: Keeping the 3D window on top using the main tool bar 3D view settings Smooth 3D 2D interaction
Automatic loading of the Garment related Avatar The garment related avatar as well as it's pose may be loaded automatically with the garment if needed
Opening the garment's avatar together with the garment u ”Auto load garment related Avatar” to have the avatar saved with the garment open with the garment 1. On the menu bar click Tools > Settings. The Settings dialog box opens
2. Click the 3D view tab 3. Check the Auto load garment related Avatar check box 4. The Garment related Avatar will automatically be loaded in the 3D window, when a garment is opened
i Note: When activated, this setting may prevent trying-on two garments together, if their respected garment related avatars are different.
. Related Topics: Loading the Garment related Avatar 3D view settings
3D environments settings 3D environments are the surroundings of the avatar in 3D Users may designate a default environment, which will always be used for new files The environment being used is saved with the garment file and is associated to it Users may choose to load the garment associated environment, or not If users open a garment with an associated environment that is not available for them, the designated default environment will be used Environments may be shared over the network
Managing 3D environments u ”Environment” to control environments settings 1. On the menu bar click Tools > Settings. The Settings dialog box opens
2. Click the 3D view tab 3. Under the Environment section, make the required selections and press OK a. To set a different folder, type the path in the Path box, or use the browse button, to browse for a folder b. To select a default environment, chose from the Default drop down list c. Check/uncheck the Use garment environment check box to load the garment associated environment, when opening a garment
i Note: To designate a different environments folder, make sure the folder is populated with environments beforehand.
. Related Topics: Replacing 3D environments Replacing banners in the Stadium environment 3D view settings
Replacing banners in the Stadium environment All Stadium environment banners can be replaced by custom images. have your own banners and company logos.
Using custom images for the Stadium banners u ”~VStitcher\Environment\Stadium\Images” to insert your own images 1. Using Windows Explorer, navigate to the folder ”~VStitcher\Environment\Stadium\Images” (where VStitcher is the VStitcher installation folder) 2. In this folder, replace the existing images: “Banner1-5” with your custom images 3. The custom images now appear in the 3D environment
. Related Topics: 3D environments settings 3D view settings
3D toolbar Use the 3D tool bar to quickly access 3D window functions such as Tension map, 3D environments and more
Displaying the 3D toolbar u To display/hide the 3D toolbar 1. On the 3D window menu bar select View > Toolbars. The tool bars list is displayed 2. From the list select 3D Toolbar. The tool bar opens/closes
i Note: the tool bar can be docked to the top of the window, or float freely The 3D toolbar buttons
Pressure Tension map Map
Quick camera position
Undress 3D Windows All environments Explorer
Measuring tape
Render image
Create BWO
Simulate
The Windows Explorer button may be used to open a window for dragging and dropping The Undress All button removes all garments off the avatar
. Related Topics: 3D Window Tools and Actions
Selecting positioning options Position clusters or shapes interactive in 3D in the pre simulation stage
Determining which elements will be affected 1. 2. 3. 4.
u To select Positioning options in 3D Make sure Show grid in simulation is selected On the tool bar, click the Dress icon. The garment will be placed in the 3D view before simulation Click inside the 3D window and press Ctrl on the keyboard. A dialog box opens In the dialog box, select the element to be positioned: Clusters or Shapes
5. In the dialog box, select the operation, move or rotate (rotate applies to clusters only)
. Related Topics: Repositioning Clusters and shapes in the 3D Window
Moving and rotating clusters Manipulate clusters interactively in 3D in the pre simulation stage
Clusters 3D positioning options u To move Clusters on the X and Y axes Click the left mouse button on the relevant Cluster 3D marker and drag it to the desired position u To move on the Z-axis Click the right mouse button on the relevant Cluster 3D marker and drag it to the desired position u To rotate on the X and Y axes Click the left mouse button on the relevant Cluster 3D marker and drag it to the desired position u To rotate on the Z-axis Click the right mouse button on the relevant Cluster 3D marker and drag it to the desired position
Video: 3D cluster adjustment
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: Repositioning Clusters and shapes in the 3D Window
Moving Shapes Move shapes interactively in 3D in the pre simulation stage
Placing shapes in 3D u To move a shape in 3D Click the left mouse button on the relevant Shape 3D marker and drag it to the desired position
i Note: This operation is similar to moving shapes within the cluster boundaries in2D
. Related Topics: Repositioning Clusters and shapes in the 3D Window
Hiding the Avatar Hide the avatar to expose 3D markers that are hidden by the model body (for example, Waistbands or rounded shapes)
Rendering the avatar transparent u "Hide Avatar" to temporarily render the avatar transparent 1. On the tool bar, click the Dress icon. The garment will be placed in the 3D view before simulation 2. Click inside the 3D window and press Ctrl on the keyboard. A dialog box opens
3. Select the Hide Avatar box on the dialog box. The avatar is hidden
. Related Topics: Repositioning Clusters and shapes in the 3D Window
Viewing cluster hanging points in 3D The clusters’ hanging points may be viewed while dressing a garment. The hanging points are the reference points, on the avatar's body, for the clusters balance points
Displaying 3D hanging points on the avatar body u "Shift" to display the clusters hanging points 1. Dress a garment 2. Press the Shift button. The hanging points are displayed
. Related Topics: Repositioning Clusters and shapes in the 3D Window
Disabling /Enabling collision Quickly turn collision off, or back on again. Use to temporarily accelerate the simulation speed, at different garment creation stages, or check the true effect of the collision on a garment
Disabling the collision for a garment u "Use Collision" to disable/enable collision per garment 1. In the 3D window go to the Simulation menu 2. Select/deselect "Use Collision". The garment collision is applied/removed accordingly
i Note: Individual shape collision properties remain as set. When enabled, shape collision properties will take effect Keep the collision disabled whenever not needed. For example, with tight, one layered garments which don't have self collision or layered collision. this will speed up the simulation Turning off collision will result in faster simulation This setting is saved with the garment
. Related Topics: 3D Window Simulation menu
Multiple core processors options Better usage for multiple core CPUs is available. The simulation has two optional modes: Fast mode Consistent mode (slower) The fast mode will use the multiple core benefits best and produce a simulation significantly faster. This option though, may not be totally repeatable in some cases, meaning, that the final result of each simulation may vary slightly even though nothing has been actually changed. Any variation of the fast mode is perfectly valid, but may be slightly different. In some cases the difference will not be significant, in others yes. When choosing the fast mode option, there will be a clear visual indication that this is the non consistent, Fast mode. If the user chooses the consistent mode, it will be simulated always exactly the same, but the simulation will be slower.
Switching between Fast and Consistent modes u "Fast Mode" to switch between Fast and Consistent simulation modes 1. In the 3D window go to the Simulation menu 2. Select/deselect "Fast Mode" 3. When Fast Mode is selected, a visual warning appears during the simulation, to indicate that this is the non consistent mode
. Related Topics: 3D Window Simulation menu
3D Measuring Tapes functions The 3D Measuring tape is a tool used for measuring distances either on the avatar body, or on simulated garments. Distances can be measured on the surface, or in direct lines. Each measure tape can be used for any size avatar of the same basic type.
3D Measuring Tapes activities Opening the 3D measuring tape Dialog box Adding a New Measure Tape Drawing a surface point Drawing a straight point Closing a circular measurement Clearing a measure tape Editing a Measure Tape Removing a Measure Tape Reverting to a Previous Measure Tape and Undoing Operations
i Note: Measuring tapes drawn on garments cannot be saved! Only ones drawn on the avatar body
. Related Topics: 3D Window Tools and Actions
Opening the 3D measuring tape Dialog box All 3D measuring tapes activities start by opening the 3D measuring tapes interface
Opening the 3D measuring tapes interface u ”Measure tape” to open the 3D measure tape dialog box 1. On the 3D window menu bar, select Tools > Measure Tape. (Or use the 3D tool bar button, ) The 3D Measure Tape dialog box opens
3D measuring tapes dialog box features 1. Resizable window: Drag a corner to resize 2. Avatar names: any new measure tape saved is referenced to the specific avatar it was created for. (It can still be used for all avatars of the same type) 3. Sort mechanism: sort list by Name, Length, Circular or Avatar by clicking the appropriate header 4. View other avatar-types measuring tapes: When opening the 3D measuring tapes dialog box, the list is displayed for the current avatar type. To view measuring tapes created for other avatars types, select a name from the Avatar Type drop down list
. Related Topics: 3D Measuring Tapes
Adding a New Measure Tape Draw a new 3D measuring tape
Drawing a new 3D measuring tape u To add a new measure tape 1. Open the 3D measuring tape dialog box 2. In the Measure Tape dialog box, press Add. The Add Measure Tape dialog box opens
3. In the Name Field, enter the name of the new measure tape 4. Press Ctrl and click the 3D window at a specific point on the avatar or garment. It is best that this point be approximately at the center of the 3D window 5. Rotate or move the 3D view to select the second point and reposition it at the center of the 3D window. Continue with the rest of the points 6. In the dialog box, press Save
i Note: Use the left mouse button to mark a surface point The right mouse button is used to mark a point, which draws a straight line from the previous one in the 3D space. (See Drawing a straight point )
. Related Topics: 3D Measuring Tapes
Drawing a surface point Surface marked points are used for measuring the distance along the surface. (For example, a measure tape drawn around the waist is made out of surface points)
Designating a point as "surface" u "Click" to draw a surface point 1. While holding Control click the left mouse button to mark a surface line from the previous point 2. The line is drawn
. Related Topics: Closing a circular measurement 3D Measuring Tapes
Drawing a straight point Straight marked points are used for measuring the distance directly between two straight points, regardless of whether it is a garment or the avatar’s body. For example, a bust measure tape is generally made out of surface points, but between the nipples, straight points are used.
Designating a point as "straight" u "Right click" to draw a straight point
1.
While holding Control click the right mouse button to mark a straight line from a previous point 2. The line is drawn
. Related Topics: Closing a circular measurement 3D Measuring Tapes
Closing a circular measurement Close a circular line by connecting the last point with the first one by an additional segment
Designating a 3D measuring tape as closed u "Circular" to mark a closed circular measurement 1. Mark the points around the measured area 2. When reaching the last point before the joining, select the Circular box and the last point will be connected to the first point of the measure tape
i Note: When the Circular check box is checked, the two radio buttons Surface and Straight become active. Determine the nature of the last closing segment. The default is Surface. Switch to Straight if necessary.
Closing a circular line with a surface point u ”Surface” to close a circular measurement with a surface point 1. Select the Surface radio button in the Add Measure Tape dialog box 2. The line closes with a surface segment Closing a circular line with a straight point u ”Straight” to close a circular measurement with a straight point 1. When closing a circular measurement with straight point, select the Straight radio button in the Add Measure Tape dialog box 2. The line closes with a straight segment
. Related Topics: 3D Measuring Tapes
Clearing a measure tape Delete all points of the line
Remove all points in order to redraw the line u ”Clear” to clear all marked points of the measure tape 1. Press the Clear button on the dialog box. All drawn points are cleared 2. The line can be redrawn from scratch
. Related Topics: 3D Measuring Tapes
Editing a Measure Tape Edit the name of a measure tape, change its closing method, or clear and redraw it
Modifying a measure tape u ”Edit ” to edit a measure tape 1. In the Measure Tape dialog box, select a measurement and press Edit. The Edit Measure Tape dialog box opens
2. Make your selections and click the Save button. The changes are saved
. Related Topics: 3D Measuring Tapes
Removing a measure tape Delete a 3D measuring tape from the list
Deleting a measure tape u ”Remove” to delete a measure tape In the Measure Tape Dialog box, select a line(s) from the list and click the Remove button. The selected lines are deleted
. Related Topics: 3D Measuring Tapes
Reverting to a previous measure tape and undoing operations Go back to the saved measuring tape or undo points drawing
Going back to a saved measuring tape u To revert back to a saved measure tape 1. In the Add Measure Tape or Edit Measure Tape dialog boxes, click Back 2. The changes are discarded and the saved measuring tape prevails
Undo point by point u To undo an operation at any time 1. In the Add Measure Tape or Edit Measure Tape dialog boxes, press the Z key on the keyboard to undo the measure tape step by step 2. Repeat as many times as needed
. Related Topics: 3D Measuring Tapes
Tension and Pressure maps The tension & pressure maps are tools which show visual as well numeric indication of fabric tension and the pressure exerted on the model body. Both depend on the fabric physical properties, as well as the pattern and the avatar dimensions
Using the tension & pressure maps Tension map Pressure map
. Related Topics: 3D Window Tools and Actions
Tension map The tension map represents the tension level of the stretched fabric based on its physical properties, the pattern size and the avatar size. For example, in order to show high tension: a) A soft, flexible fabric (Cotton lycra) will need to be extended much b) A rigid, non flexible fabric (Denim) will only have to be extended a little Tension map colors and numeric values The tension map colors now range from white, through light blue, green, yellow, and orange to red. The tension color codes represent numeric values in gr/cm from 0 (White) to 1000 (Red). Tension map principals Basically tension areas that reach the red zone are likely to be too tense whereas the different tension areas bellow the red zone should be OK Some garments tend to be tight by nature (Bras or control garments). In these cases, users should experiment and learn the proper tightness and its graphic representation.
Using the Tension Map u To activate the Tension Map 1. Simulate a garment 2. On the 3D toolbar, click the net-shaped icon, or, on the Tools menu, select Tension Map. The tension grid appears on the simulated garment and the Tension scale window appears at the top left corner of the screen 3. Drag the Tension scale window to the desired position and resize it as needed
4. When the Tension Map is on, press Ctrl to hide the textures, so the grid colors are clearly seen
i Note: The tension map may also be activated before the simulation, so it can be viewed throughout the simulation. This allows viewing the tension of the different forces activated on the garment during the simulation
. Related Topics: Tension and Pressure maps
Pressure map The pressure map represents the pressure level that is exerted by the stretched garment on the body. This depends on the fabric physical properties, the pattern size and the avatar size. Pressure map colors and numeric values As the tension map, the pressure map colors range from white, through light blue, green, yellow, and orange to red. The body pressure color codes represent numeric values in gr/cm2 from 0 (White) to 100 (Red). Pressure map principals Basically pressure areas that are transparent, don’t exert any pressure on the body, or don’t torch the body at all. Pressure areas that reach the red zone are likely to be too tight whereas the different tension areas bellow the red zone should be OK Some garments tend to be tight by nature (Bras or control garments). In these cases, users should experiment and learn the proper body pressure and its graphic representation.
Using the Tension Map u To activate the Pressure Map 1. Simulate a garment. 2. On the 3D toolbar, click the icon, or, on the Tools menu, select Pressure Map. The pressure colors replace the texture of the simulated garment and the Pressure scale window appears at the top left corner of the screen 3. Drag the Pressure scale window to the desired position and resize it as needed
. Related Topics: Tension and Pressure maps
Editing Textures in the 3D Window Modify images directly on the simulated garment or add new/additional attachments. Changes made in 3D, are updated in 2D
3D texture activities 3D Image editing basics Replacing Images by Dragging and Dropping Adding Images by Dragging and Dropping Adding new attachments in 3D Scaling an Image interactively Rotating an Image interactively Moving Images Adobe Illustrator support
. Related Topics: 3D Window Tools and Actions
3D Image editing basics Move, rotate or scale an image. Drag & drop to replace or add images
3D texture actions u To edit textures in the 3D view 1. Simulate a garment in VStitcher 2. On the keyboard, press the Ctrl key and follow the Texture Actions popup window’s instructions, to carry out the required task
i Note: Face and back images are handled separately in 3D.
. Related Topics: Editing Textures in the 3D Window Texture activities for Face and Back images
Replacing images by dragging and dropping Drag and drop a new image, to replace existing fabrics, attachments or edge textures
Dragging & dropping to replace images 1. 2.
3.
4.
u To replace an image by dragging and dropping: Drag an image from outside the application and drop it onto the relevant texture in the 3D view If the target image is a Fabric texture, the new image will be replaced over all shapes using the same fabric and the image representing the fabric in the bank bar If the target image is an Attachment, the new image will be replaced over all shapes using the same attachment image, and the image representing the Attachment in the bank bar If the target image is an Edge Texture, the new image will be replaced over all edges using the same texture, and the image representing the texture in the bank bar
i Note: The images may be dragged out of Windows Explorer windows, or image viewers with appropriate capabilities. The 3D toolbar provides a quick link to Windows Explorer
. Related Topics: Editing Textures in the 3D Window
Adding images by dragging and dropping Use to add a new instance of an image. Example: a new print for a specific pattern piece which is currently sharing the same texture with other pieces
Dragging & dropping to add images 1. 2.
3. 4.
u To add a new instance of an image by dragging and dropping Press the Ctrl key, drag the image from outside VStitcher and drop it on the relevant texture in the 3D view If the target image is a Fabric texture, the new image will replace the previous image on the targeted shape only, and an image will be added to the bank bar. The newly created fabric will have the physics of the replaced fabric If the target image is an Attachment, the new image will replace the previous image on the targeted shape only. A new attachment is added to the bank bar If the target image is an Edge Texture, the new image will replace the previous image on the targeted edge only. A new image will be added to the bank bar
i Note: the bank bar images will be named automatically. To rename them see: Renaming Edge Textures Renaming fabrics
. Related Topics: Editing Textures in the 3D Window
Adding new attachments in 3D Drag and drop images such as logos, buttons prints etc... onto the 3D garment. Additional instances of the same attachment may be added (e.g. buttons). Separate instances of the same attachment may also be added (e.g. the same button but sized separately from the others)
Dragging and dropping new attachments 1. 2. 3. 4. 5. 6.
u "Drag and drop" to add a new attachment Open an image storage folder in windows explorer or an image viewer Select the image to be added as attachment Now press and hold the Shift button and drag and drop the image onto the simulated garment in the 3D window. The dropped image is attached to the pattern piece at the designated position and a shape is automatically created for it in 2D A new attachment icon appears in the bank bar Place, scale & rotate the new attachment as needed
i Note: Drag and drop the same image again to create another attachment which will be connected to the same icon in the bank bar. All attachments connected to the same icon may be scaled and applied with image effects together. Press and hold Ctrl + Shift to add the same image as a separate instance. A new icon will be added to the bank bar and attachments connected to it can be scaled as well as applied with image effects separately
. Related Topics: Editing Textures in the 3D Window Replacing Images by Dragging and Dropping Adobe Illustrator support
Scaling an image interactively Resize the image, and change the tiling of fabric images, or attachments’ bounding-box size
Resizing images in 3D 1. 2. 3. 4.
u To scale an image Press the Ctrl key and click the right mouse button on the relevant image on the 3D view and drag over the Y axis Drag Up on the Y axis to enlarge the image or down to reduce in the image size If the target image is a Fabric texture, the scale of the images will change over all patterns using the same fabric If the target image is an Attachment, all attachments shapes of the same instance will change size as well (Example: buttons)
i Note: Edge textures cannot be scaled interactively in this way. Use the Image properties dialog box to resize the image instead
. Related Topics: Editing Textures in the 3D Window
Rotating an image interactively Rotate fabric textures or attachments shapes
Rotating images in 3D 1. 2. 3. 4.
u To rotate an image in 3D Press the Shift and Ctrl keys and drag with the left mouse button on the relevant image on the Y axis Drag Up on the Y axis to rotate clockwise; drag down to rotate counterclockwise. The image is rotated If the target image is a Fabric texture, the angle of the images will change over all patterns using the same fabric If the target image is an Attachment, the attachment shape will rotate independently
i Note: This action is not applicable for edge textures The resulting lay out rotation may be viewed in the texture center, see Viewing the 3D rotation value of an image
. Related Topics: Editing Textures in the 3D Window
Moving images in 3D Place the image correctly on the pattern shape in 3D or accurately position attachments
Moving images interactively 1. 2. 3. 4.
u To move an image Press the Ctrl key and click the left mouse button over the relevant image on the 3D view and drag over the Y and/or X axes The image moves accordingly For fabrics the change is only applied to a single pattern shape at a time. This way the same fabric may be placed differently on each shape For attachments, the attachment shape is moved independently
i Note: The direction of the image’s movement in the 3D view may differ for different clusters. For example, images on sleeves will move differently from images on front panels This action is not applicable for edge textures
. Related Topics: Adjusting a shape with relation to the fabric motif Editing Textures in the 3D Window
Adobe Illustrator support Use Adobe illustrator files (*.AI) for drag & drop image actions as with any other image. The files are automatically converted to TGA format Adobe Illustrator must be installed. It will be opened briefly whenever using this feature.
Using Adobe illustrator files for replacing images 1. 2. 3. 4. 5.
u "Drag & Drop" to use an AI file in VStitcher Select an AI file from a folder Drag and drop it onto a simulated garment in the 3D window, to replace a fabric, an edge texture or an attachment If it isn't already open, Adobe illustrator opens briefly, the file is converted automatically The action is completed with the new image replacing the old one Adjust the DPI resolution if needed
i Note: Adobe Illustrator must be installed This feature currently supports only Adobe Illustrator version CS3
. Related Topics: Editing Textures in the 3D Window
Parametric Avatars Avatars are the 3D humanlike models. The Browzwear state of the art avatars are versatile, sophisticated, and anatomically realistic. Each basic type avatar may be used to create an unlimited number of models for fitting, design and for merchandizing. Fine-tune the avatar to perfectly imitate a human model. Different sized avatars may be used for fitting graded garments.
Avatars activities Basic models Avatar toolbar Creating a new avatar High resolution avatars Saving an existing avatar under a new name Managing Avatars Modifying avatars
. Related Topics: Loading an avatar 3D Window Tools and Actions
Basic models A new model is created from one of the basic types. Each basic type may be used to create an unlimited number of avatars.
Basic avatars types The basic avatars types include Teen/young woman: Deborah Teen/young African American woman: Tina Teen/young African Asian woman: Kim Boy/young man: David Man: Adam Woman: Sara Large woman: Rachel Boy 6 to 14 years old: Alex Girl 6 to 14 years old: Maya Baby 0 to 4 years old: Baby Dressform: Male & Female Sample custom made, standard Polygonal based, non-parametric avatar: Peter Each parametric basic model can be modified to a great extent as needed
. Related Topics: Parametric Avatar
Avatar toolbar
Access quickly commonly used avatar functions as well as switch poses
Displaying the Avatar toolbar u To display/hide the Avatar toolbar 1. 2.
On the 3D window menu bar select View Check\uncheck the Avatar ToolBar option. The tool bar opens/closes
The Avatar toolbar buttons
New avatar
Open/manage avatars
Modify avatar
Garment related avatar
i Note: the tool bar can be docked to the top of the window, or float freely
. Related Topics: Parametric Avatar
Creating a new avatar Create a new avatar based on one of the basic models, then modify it to the required proportions
Setting up a new avatar u ”New” to create a new avatar 1. On the 3D View menu bar, select Avatar > New or click the the Avatar toolbar. The New Avatar dialog box opens 2. Select a basic model and enter the name of the new avatar 3. Click New. The new avatar is created
. Related Topics: Parametric Avatar
button on
High resolution avatars All of Browzwear's standard avatars have also a High resolution version The high resolution avatars have significantly more polygons than the regular ones The high resolution avatars are separate instances of avatars and have their own separate basic avatar types Identify the high resolution avatars by "HR" post fixed to their name when creating a new avatar, or by "HiRes" appended to the avatar type Use the high resolution avatars for: Rendering high quality images For tight garments where the normal avatar resolution is not sufficient (the avatar grid shows)
Creating new high resolution avatars u ”New” to have a new high resolution avatar 1. On the 3D View menu bar, select Avatar > New or click the button on the Avatar toolbar. The New Avatar dialog box opens 2. Select a basic model with "HR" post fixed to their name and enter the name of the new avatar 3. Click New. The new high resolution avatar is created
i Note: The high resolution avatars are only available in the Browzwear professional edition These avatars will take longer to simulate, they will be slower to rotate and they will render a much bigger 3D files output! It is recommended to use them only when necessary For the Sara avatars only, this format is not available. The old high resolution option that was only for Sara, is still intact.
. Related Topics: Parametric Avatar
Saving an existing avatar under a new name Create a new avatar based on an existing custom avatar
"Save as" an avatar u ”Modify” to save an avatar under a new name 1. In the 3D View menu bar, select Avatar > Modify, or click the button on the Avatar toolbar. The Avatar modification pane opens and hides the command bar 2. In the Name box at the top, overwrite the old name with the new name for the avatar and click Save. A new avatar is created with the characteristics of the original one
. Related Topics: Parametric Avatar
Avatar management options The avatar management console allows viewing the avatars list, selecting avatar(s) for different purposes as well as protecting and importing avatars
Avatar management activities View avatar list View avatar Folder path Open an avatar Delete avatar(s) Protect Avatars Import/Export avatars
. Related Topics: Dragging and Dropping avatars Parametric Avatar
Viewing the avatar list View all the available avatars list
Opening the avatars list u ”Manage” to view a list of all avatars 1. On the 3D window menu select Avatar > Manage, or click the icon on the Avatar toolbar. The Manage Avatar dialog box opens with the Manage Avatars tab selected
i Note: The avatar list may be sorted by any of the columns: Name Type Date Status (Protected/unprotected)
. Related Topics: Managing Avatars
Viewing the avatar folder path Check where are the avatars stored locally, or on the network
Checking the avatars files location u ”Manage” to view avatar folder path On the 3D window menu select Avatar > Manage, or click the icon on the Avatar toolbar. The Manage Avatar dialog box opens with the Manage Avatars tab selected. The avatar folder path is displayed at the top
i Note: The avatar folder may be defined in any desired local or shared network location. See Directories for Avatar folder setting
. Related Topics: Managing Avatars
Deleting Avatars Delete avatars permanently
Removing avatars u ”Delete” to remove a user-defined avatar
1. On the 3D window menu select Avatar > Manage, or click the icon on the Avatar toolbar. The Manage Avatar dialog box opens with the Manage Avatars tab selected 2. Select the desired avatar from the list and click the delete button 3. A message appears asking confirmation 4. Click Yes. The avatar is deleted
i Note: Conventional multi-selection is possible
. Related Topics: Managing Avatars
Protecting Avatars Write-protect avatars. A protected avatar cannot be modified or deleted
Assigning protection to avatars u ”Protect/Unprotect” to set the status of an avatar to be protected or not 1. On the 3D window menu select Avatar > Manage, or click the icon on the Avatar toolbar. The Manage Avatar dialog box opens with the Manage Avatars tab selected 2. Select the Avatar Protection tab
3. Select an avatar from the list and click the Protect/Unprotect button. The Avatar Password dialog box opens
4. Type a password and click the OK button 5. The avatar’s status changes accordingly and the Status column reflects the change
i Note: Conventional multi-selection is available
. Related Topics: Managing Avatars
Importing/Exporting Avatars Export avatars to an importable file. Use also to quickly send any number of avatars by E mail. Import avatars from file
Exporting Avatars u ”Export” to export avatars to a file 1. On the 3D window menu select Avatar > Manage, or click the icon on the Avatar toolbar. The Manage Avatar dialog box opens with the Manage Avatars tab selected 2. Select the Import/Export Avatars tab
3. Select avatars from the list (conventional multi-selection is available) and click the Export button. The Save As dialog box opens 4. Select a location and type a file name 5. Click the Save button. The file is saved with a VSA extension
i Note: the saved file may be imported by any Browzwear user Importing Avatars u ”Import” to import previously exported avatars 1. On the 3D window menu select Avatar > Manage, or click the icon on the Avatar toolbar. The Manage Avatar dialog box opens with the Manage Avatars tab selected 2. Select the Import/Export Avatars tab 3. Click the Import button. The Open dialog box opens 4. Browse for and select a VSA file 5. Click the Open button. The avatars that were included in the VSA file are added to the avatars list and are available for use
Emailing Avatars u ”Export and Email” to export and email avatars 1. On the 3D window menu select Avatar > Manage, or click the icon on the Avatar toolbar. The Manage Avatar dialog box opens with the Manage Avatars tab selected 2. Select the Import/Export Avatars tab 3. Select avatars from the list (conventional multi-selection is available) and click the Export and Email button. An Email message opens with the exported file attached, ready to be sent
. Related Topics: Managing Avatars
Dragging and Dropping avatars Drag and drop any avatar file (filename.adf), from any local or remote folder, into the 3D window, thus replacing the current avatar
Adding avatars interactively u To drag and drop an avatar file 1. Drag an *.adf file onto the 3D window .
2. The avatar replaces the existing avatar and becomes current. The new avatar will be added to the list for future use as well.
. Related Topics: Managing Avatars
Modifying and defining avatars Define and fine tune the avatar’s dimensions, posture and more. Create custom measured avatars.
Avatar modification activities Modifying avatars Avatar Definition Guidelines Deborah Body Parts
. Related Topics: Parametric Avatar
Modifying avatars Define, modify or fine-tune avatars
Adjusting avatars proportions and dimensions u ”Modify” to modify an avatar 1. On the 3D View menu bar, select Avatar > Modify or click the icon on the Avatar toolbar. The Avatar modification pane opens and hides the command bar 2. use the different modifiers to define the avatar
3. Change the parameters of each body part as needed. Use the gauges (slide bars) or enter the desired measurements in the editable box 4. The Undo button can be used if needed 5. Click Reset to return to the original basic avatar’s dimensions 6. Click the Save and Close buttons to save and start using the modified avatar
i Note: To expand/collapse each group, click the triangle on left The drawn triangles below each gauge mark the limit of its movement in the current hierarchy A modification to the parent body part will alter the dimensions and limitation of the child part If the body part is a parent: o Its children are highlighted bold orange o Its grandchildren and so on are highlighted orange
. Related Topics: Modifying and defining avatars
Avatar Definition Guidelines Best practices and rules of thumb for avatar creation and modification
Avatar definition best practices 1. The measurements should be entered first for the parent body parts, then to the child (see: body parts table), usually from top to bottom in the interface 2. An untouched body part may be affected by others around it. Once set, it is fixed 3. The height is the initial body part. Each change to the height will reset all other body parts 4. The parent body part determines the range allowed for the child; For example, if a waist cannot be enlarged to the desired size, enlarge the body first 5. The following relationships exist between Bust > Under Bust > Cup a. If the Bust size was set first, the Under Bust and Cup modification will trade off between each other, maintaining the Bust size b. If the Under Bust is set before the Bust, the Cup and Bust are modified automatically in proportion c. If the Cup is set before the Bust, the Cup and Under Bust are modified in proportion 6. To view the exact measuring area of a body part on the avatar , click the dimension box on the left pane. An indication appears on the avatar’s body
. Related Topics: Modifying and defining avatars
Deborah Body Parts table # Group 1 2 3 4 5 6
Height
Body Part
Parent
Age
Height Body Body Size Silhouette Maternity Neck Shoulders
Age Height Body Size Body Size Body Size
7
Nape to waist
-
8
Shoulder Slope
-
9 10 11 12 13 14 15 16 17 18 19
Torso
Cup Bust Under Bust Waist Belly Hi Hip Hip Outside Leg Inseam Thigh Knee
Bust Body Size Bust Body Size Hip Hip Body Size Height Outside Leg Hip Thigh
20
X/O leg
-
21 Legs 22
Calf Ankle
23
Foot_Length
-
24
Foot_Width
-
25 26 27 28 Hands 29 30
Armhole Over Arm Bicep Elbow Arm Wrist
Thigh Thigh
Body Size Height Armhole Height Bicep Arm
31
Palm
Body Size
32
Posture
-
33
Bottom Posture
-
34
Bottom position
-
35
Top Posture
-
36
Shoulder position
-
37
Build
-
38
Full Proportion
-
39
Buttocks Proportion
-
40
Buttocks Volume
-
41
Buttocks
-
42
High Heels
-
Body 43 Shaping
Upper Bust
-
44
Breasts Position
-
45
UnSupported
-
46
Crotch
-
47
Naval Height
-
48 49
Nipple Nipple Height
-
50
Apex To Apex
-
51
Push Up Bra
-
52
Wire Influence
-
53
Pointed Bra
-
54
Sport Bra
-
55
Head size
-
56
Head Length
57
Cheekbone
-
58
Chin
-
59
Eye Height
-
60
Lip Thickness
-
61
Jaw Width
-
Face Width
-
63
Face Length
-
64
Eyes Angle
-
65
Eyes Distance
-
66
Nose Length
-
62
Face
Head size
67
Nose Width
-
68
Mouth Width
-
69
Smile
-
70
Lower Lip
-
71
Smirk Left
-
72
Smirk right
-
73
Left Eyebrow
-
74
Right Eyebrow
-
75
Sad Eyebrow
-
76
Sneer Left
-
77 Expression Sneer Right
-
78
Blink
-
79
Squint Left
-
80
Squint Right
-
81
Furrow
-
82
Grim
-
83
Kiss
-
84
Open Mouth
-
8535 Different Hair Styles 119 hairstyles
-
. Related Topics: Modifying and defining avatars
3D Window output options The final simulated and designed garment in the 3D window may be presented or communicated in several methods
3D output activities Hi/low resolution images Independent high quality interactive 3D objects Interactive flash objects Export 3D format
. Related Topics: 3D Window Tools and Actions
Rendering High/Low Resolution Images Produce 2D-rendered images in BMP or JPEG file format. High resolution images for printing may be achieved. Output pixel size limit depends on the graphic card capabilities and memory amount.
Rendering activities Creating images Creating closet images
. Related Topics: 3D Window output
Creating images Render the 3D window contents as a 2D image. Select the 3D elements that will take part Set the size and quality Select the image format
Saving 2D images u To produce a 2D-rendered image 1. Simulate a garment 2. Position the avatar as desired in the 3D window 3. On the 3D toolbar, click the camera icon
.The Save Image dialog box opens
4. Make selections based on the descriptions in the table: Renders the image with or without Avatar the avatar. Renders the image with or without Environment the environment. The currently displayed 3D window size. Enter this information in the New Size Original Size portion of the dialog box if the 2Drendered image should have the window’s exact size/proportion. The desired rendered image size. New size You can manually enter the required pixel size The image can be set to the closet Closet Image size (for representing the garment in the closet) see: Closet images Keep the aspect ratio of the image. If selected, modifying the
Constrain width will result on automatic Proportions height size based on the original (recommended)aspect ratio, or vice versa. If not selected, width and height may be set independently. When the screen resolution is set to 32 bit, the image can be rendered with antialising. Note that the maximum image size is Antialiasing than smaller than the maximum. For the Maximum, keep Antialiasing unchecked. Anti aliasing is mostly needed for low resolution images. Change the background color. Press Choose to open the color Back Color pallet. Useful to create a contrast to the garment colors. 5. Click the OK button. The settings are saved and the Save As dialog box opens with preview of the image is displayed in the 3D window a. Drag the Save As dialog box away from the image to fully see the preview b. If the preview is not satisfactory, cancel the process, reposition the avatar and start again 6. Select the path for saving the file. Enter a name for the file and select the file format to save it. (Jpeg or BMP). The image is saved
. Related Topics: Rendering High/Low Resolution Images
Creating closet images Create (or update) a small image that will represent the garment in the following places: The Closet The web page catalog The Import (color way/ fabric etc...) wizard
Rendering a closet image u To create a closet image 1. Simulate a garment. 2. Position the avatar as desired in the 3D window 3. On the 3D toolbar, click the camera icon
4. 5. 6. 7.
.The Save Image dialog box opens.
Deselect the Avatar and Environment boxes (Recommended) Select the Closet Image checkbox Select the Antialiasing checkbox (recommended) Click OK. The closet image for the garment is updated
Checking the newly created closet image u To view the newly created closet image 1. Open the closet at the appropriate place 2. On the main toolbar, click the icon. The closet image is replaced with the new image
i Note: until a closet image is created for a garment, a default sketch based on the garment type is used.
. Related Topics: Rendering High/Low Resolution Images
Exporting Browzwear 3D objects Create independent interactive high quality 3D files. The file extension is ”.bwo” The simulated garment(s) may be viewed by ActiveX container applications such as Microsoft Internet Explorer or Office. ”BWO” files exported from V-Stitcher or V-Styler may be viewed by non Browzwear clients by using a small plug-in. These 3D objects are supported by Windows and Internet Explorer.
BWO activities Creating a BWO Viewing BWO objects Embedding 3D content in Office or other applications BWOs and web pages Applying constant rotation to BWO Objects Getting the latest plugin version
. Related Topics: 3D Window output
Creating a BWO Create a high quality 3D object
Generating BWOs u To export a 3D BWO file 1. In the 3D window menu bar, select Current Outfit > Export 3D > BWO. (or click the BWO button on the 3D tool bar) The Export 3D Objects dialog box opens 2. Select the objects to include (avatar, garment[s])
3. 4. 5. 6. 7. 8.
Check the Use logo Image to include a logo Select the logo image file by clicking the … Browse button Make the relevant selections in the Position section Select/deselect the Visible both sides check box Click the Save button. The Save As dialog box opens Select a path for saving the object, enter a name for the object and press Save. The object is created. The logo is placed behind the avatar in the positions defined by the user. The logo rotates with the avatar
i Note: Download the latest BWO Plug-in
. Related Topics: Exporting 3D objects
Viewing BWO objects The BWO file may be viewed independently or embedded in other applications or web pages
Activating BWOs u To view 3D content 1. Double-click the BWO file. By default, it opens in Internet Explorer. 2. In Windows XP Service Pack 2, or up, the following message appears at the top
left corner 3. Choose Allow to enable ActiveX BWO 3D navigation Left mouse: rotate and zoom in/out. Right Mouse: rotate and move up/down Mouse Wheel: zoom in/out
i Note: The BWO Plug-in is updated with every new version of Browzwear's applications: Getting the latest plugin version
. Related Topics: Exporting 3D Browzwear objects
Embedding 3D content in Office or other applications BWOs may be embedded in Microsoft Office and PDM applications
Using BWOs with Microsoft Office 3D in Microsoft Word u To embed 3D content into Word 1. Drag and drop the saved file on an open document. A standard 3D view opens in the target document 2. Place and resize as needed 3. Double click inside the frame to activate 3D in Microsoft Excel 1. 2. 3. 4.
u To insert 3D content into Excel On the menu bar, select Insert > Object > from file. The Object dialog box opens Click the Create from File tab. Browse for the file and click OK. The 3D object is inserted Place and resize as needed Double click inside the frame to activate
3D in Microsoft Power Point Power Point in Office 2000/2003
1. 2. 3. 4. 5.
u To embed 3D content into Power Point Drag normally into a slide Size and position as needed Right click the BWO image, Choose Action Settings Under Object action choose Edit and click OK When in slide show, click the image. An interactive, resizable window will appear Power Point in Office 2007
1. 2. 3. 4. 5.
u To embed 3D content into Power Point Drag normally into a slide Size and position as needed On the insert tab click Action. The Action Settings dialog box opens Under Object action choose Edit and click OK When in slide show, click the image. An interactive, resizable window will appear
. Related Topics: Exporting 3D objects
BWOs and web pages View a BWO directly form a link on a web page (similar to clicking an image link). The address bar shows the BWO URL. Embed a one or more BWOs in a web page which may include other design or elements. The embedded BWOs are viewed interactively on the web page.
Sample embedded web page Click the following link to view a web page embedded with BWOs http://browzwear.com/bwo/index.html You can check the source code of the embedded BWOs and apply it to your own web pages!
i Note: Make sure you have the latest plugin version!
. Related Topics: Exporting 3D Browzwear objects
Applying constant rotation to BWO Objects A BWO object can be set to rotate automatically
Auto rotate BWOs u To rotate a BWO object 1. Launch a BWO object 2. Right-click the Browzwear logo at the bottom left of the 3D viewer and select Rotate on the drop-down menu 3. Set the Rotation Speed to Slow, Medium or Fast
. Related Topics: Exporting 3D objects
Getting the latest plugin version The BWO Plug-in is updated with every new version of Browzwear's applications. To make sure your collaborators or customers have the latest version, it can be downloaded & installed. Before installing the new version, fully uninstall the existing version.
Updating the BWO viewer software Uninstalling the previous version Follow this procedure whenever a previous installation exists, before installing the new one u Removing the older BWO installation 1. In the windows Control panel open the Add/Remove programs (or similar, depending on the Windows version) 2. From the programs list select Browzwear Viewer Control and remove it. The Select Uninstall Method Dialog box opens 3. Select Automatic and press Next and Finish. The software is uninstalled and removed from the programs list Installing the updated BWO viewer version u Download & install the latest version 1. Download: http://browzwear.com/bwo/BWView.zip 2. Unzip the downloaded file 3. Run the extracted file BWView.EXE. the new plugin is installed
i Note: The BWO plugin is automatically installed with V-Stitcher, V-Styler or VViewer
. Related Topics: Exporting 3D Browzwear objects
Introduction to Browzwear flash objects Create an interactive, multi platform Flash object. Users may interactively examine the simulated garment on a model in 3D, from all angels and zoom in or out. The interactive 3D file is displayed in an HTML page generated by VStitcher . Users may embed the flash (*.swf) result in their own presentations, such as online web pages, power point presentations, flash presentations etc...
Flash activities Creating a flash interactive object Viewing a flash interactive object Flash objects properties and settings
. Related Topics: 3D Window output
Creating a flash interactive object Generate standard flash objects
Generating Flash objects u ”Flash Sequence” to create an interactive flash object 1. Position the avatar in the 3D window to the desired starting position 2. On the 3D window menu, select Current outfit > Export 3D Select Flash Sequence. The Creating 3D flash model dialog box opens. 3. Set a designated folder and file name and click OK
4. The object is generated and saved to the designated folder
i Note: Please use file names without spaces or "-" signs
. Related Topics: Interactive Flash objects
Viewing a flash interactive object Open the created flash object
Checking out the generated flash objects u To Open a flash object 1. Open the HTML file generated 2. The file opens in the default browser
3. Use the mouse, or the arrows icons to rotate and zoom in or out 4. To reset zoom and position click the central icon
. Related Topics: Interactive Flash objects
Flash objects properties and settings Flash objects can be set to different size and content, image quality (JPEG), number of frames per one rotation cycle and zoom levels (each zoom level is a one cycle) Any parameter change, will affect the output final size, approximate output size appears on the lower part of the Flash model creation window
Flash settings Setting Setting Setting Setting
image size and content the number of frames per cycle the number of Zoom levels the Jpeg quality
. Related Topics: Interactive Flash objects
Setting image size and content Image size is a most significant component in the output size and quality. The bigger the image size, the higher the quality but the larger and heavier the file.
Controlling the image size and parameters u ”Camera Setting” to set image size and content 1. Follow the object creation process to open the Creating 3D flash model dialog box 2. Click the Camera Setting button. The Save Image dialog box opens 3. The Save Image dialog box is the same as the one used for saving single 2D image (see: Creating Images), choose the different options and click OK
4. The settings will be used for each of the images created
. Related Topics: Flash objects properties and settings
Setting the number of frames per cycle More frames per rotation cycle will produce smoother movement, but will generate a larger file size
Controlling the smoothness of the rotation u ”Frames per cycle” to set the number of Rotation frames 1. Follow the object creation process to open the Creating 3D flash model dialog box 2. Under Sequence Parameters, select the Custom radio button. The parameters modifiers become active 3. Set the frames per cycle slider to the amount of frames required
. Related Topics: Flash objects properties and settings
Setting the number of Zoom levels More zoom levels will produce smoother zooming movement, but will generate a larger output size. Each zoom level is a full rotation cycle; adding/subtracting a zoom level will affect the object size dramatically
Controlling the smoothness of zooming u Zoom Levels (cycles)” to set Zoom Levels 1. Follow the object creation process to open the Creating 3D flash model dialog box 2. Under Sequence Parameters, select the Custom radio button. The parameters modifiers become active 3. Set the zoom level slider to the amount of zoom levels needed
. Related Topics: Flash objects properties and settings
Setting the JPEG quality The Jpeg quality parameter affects the image compression of the flash object. It’s recommended to use no less than 50%, since image quality is affected dramatically u ”JPEG quality” to set image quality 1. Follow the object creation process to open the Creating 3D flash model dialog box 2. Under Sequence Parameters, select the Custom radio button. The parameters modifiers become active 3. Set the JPEG slider to the desired percentage
. Related Topics: Flash objects properties and settings
Exporting Standard 3D format Export a garment to standard 3d formats. Available are the old 3DS format or the recent FBX format
Generating standard 3D files Exporting 3DS format Exporting FBX format
i Note: The 3DS format has some limitations, it is recommended to use new FBX format
. Related Topics: 3D Window output Known 3DS format limitations
Exporting 3DS format Export a garment, or several garments dressed together, to standard 3d format: 3DS. The output consists of a 3DS file accompanied by image files for the textures.
Generating 3DS files u "3DS" to export a 3DS file 1. In the 3D window menu bar, select Current Outfit > Export 3D > 3DS. The Export 3D Objects dialog box opens 2. Select the objects to include
3. Under Settings, select Use Short Names, to enable widest compatibility. This will limit the images file name length 4. Click the Save button. The Save As dialog box opens 5. Select a folder for saving the files, enter a name for the object and press Save. The designated folder now holds the 3D object together with all the texture images
i Note: Standard avatars may only be exported with the Browzwear professional edition Custom made avatars, may be exported by all The 3DS format has some limitations. The more up to date 3D format FBX is recommended instead
. Related Topics: Exporting Standard 3D format Known 3DS format limitations
Exporting FBX format
Known 3DS format limitations The 3DS format has 2 known limitations Shadow color effect not exported Limited number of polygons to be exported
Limitations of the 3DS format Shadow color effect not exported
With texture effects, only basic color is exported to the file. The shadow color is not included Limited number of polygons to be exported
The 3DS export mechanism has a limitation of the number of polygons it can use. Garments (especially complicated ones) may exceed this limit. More so when applying fabric thickness. Should this happen, a message pops up and the export process fails What to do when the polygon number has been exceeded
First of all, it is recommended to use the more up to date 3d format : FBX If 3DS must be used, the number of polygons should be reduced. This can be done by the one, or several of the following ways: Use larger grid Disable fabric thickness Reduce thickness use by setting some of the fabrics thickness values to 0 Remove the edge texture from some of the edges Reduce some of the edge textures coverage by setting the Cover Inside and Cover Depth options to False
. Related Topics: Exporting Standard 3D format
Exporting FBX format Export a garment, to standard 3d format: FBX. The output consists of an FBX file accompanied by image files. For more on FBX click here
Generating FBX files u "Export Garment" to create a 3D file in FBX format 1. On the menu bar, select Plugins > FBX Export Plugin > Export Garment. The Export FBX dialog box opens
2. 3. 4. 5.
Select the garment to be exported Include or exclude avatar as needed Check or uncheck the Use original images check box. See Note below Check Zip FBX Export to zip the entire output. The Zip file is saved in the designated Folder. 6. Press the Browse button. The Select Folder dialog box opens 7. Browse for the desired destination and press the Export button. The FBX file is saved
i Note: the option Use original images allows different handling of the exported images: 1. When checked, this setting will export the original images, without any effect applied in VStitcher, such as an overlay of color etc... The image files will also keep their original file format 2. When unchecked, this setting will export the images including all effects applied in VStitcher . All images which include Alpha channel transparency
will be converted to TGA format
. Related Topics: Exporting Standard 3D format
Closet The closet stores any garment that was simulated. The closet provides easy access to garments and an option to place garments in custom categories. Use the closet also to quickly try on garments without fully opening them.
Closet activities Closet basics Closet Items Functions
. Related Topics: Creating closet images Additional activities
Closet basics Organize your garments in the closet conveniently for quick access. The closet consists of two panes: 1. The closet categories tree, which holds the following top categories: a. The garment layer: default fixed categories based on the garment definition in the Gmap b. The custom area: Where custom categories and sub categories may be added, removed and reorganized c. The 3D objects categories: where 3D objects such as shoes or hats are stored. 2. The closet items pane: Where a small image of the garments are shown. These Closet Items icons may be used for different activities.
Closet introduction A garment is automatically stored in the closet every time it is tried on. It is initially stored in the default category that matches the garment layer set in the Garment Map (for example, a bra will be stored in the Bra folder under the garment layer). Garments may be copied to custom categories by dragging and dropping.
Closet basic activities Opening the closet Resizing the Closet pane Creating new categories Organizing the closet
. Related Topics: Closet
Opening the closet u ”Closet” to open the closet On the main tool bar, click the closet icon hiding the commands bar
. The Closet pane opens,
i Note: Right-click a closet item to view a menu of possible actions
. Related Topics: Closet basics
Resizing the closet panes The two closet panes may be resized separately
Adjusting the closet panes u To resize a closet pane 1. Open the closet 2. Hover over the vertical boundary of each of the closet panes. The cursor changes shape to a horizontal double arrow 3. Drag horizontally to expand/contract the closet pane
i Note: When expanded, the closet may hold more than one row of closet items
. Related Topics: Closet basics
Creating new categories An unlimited number of closet categories and sub categories may be created
Adding "Folders" in the closet u ”New” to create a new category 1. Open the closet 2. Right click a top category and select new. A new sub category is created 3. Name the new category as needed
. Related Topics: Closet basics
Organizing the closet Organize the closet by moving categories into/out of other categories, or copying items from one category to another. Delete categories and closet items as needed.
Copying items in the closet Populate any custom category with garments u To copy items from one category to another Drag and drop the closet item into the new location. (The Item is always copied, not moved)
Organizing categories Move categories into, or out of top categories, or move a category up or down in the tree hierarchy u To move categories: Drag and drop a category to the new location
. Related Topics: Closet basics
Closet Items Functions The closet items are the small images of the garments in the closet. Right-click a closet item to view all available options
Closet items activities Opening a garment from the closet Trying on a garment without opening it Deleting closet items Closet Items viewing options
. Related Topics: Closet
Opening a garment from the closet Open a garment directly from the closet
Calling up garments from the closet u ”Edit” to open an item in VStitcher 1. Right click a closet item. A menu opens 2. Select Edit. The garment is opened in VStitcher and can be viewed or modified as needed
. Related Topics: Closet Items Functions
Trying on a garment without opening it for editing Try on garments directly from the closet. No need to open the garment in the application.
Dressing a garment directly from the closet u ”Try on” to put a garment on the avatar 1. Right click a closet item. A menu opens 2. Select Try on. The simulation is loaded from the cache (if available) a. If the same conditions of the cached simulation exist, the garment is put on the avatar immediately b. If any principal component is different (avatar, pose, lower layer garments, fabric properties etc...) a new simulation is forced
i Note: to delete the cache of a closet item, right click it and select: Delete Cache
. Related Topics: Closet Items Functions
Deleting closet items Deleting closet items will not affect the actual garment file. It will only remove the closet item.
Removing closet items u ”Delete” to remove a closet item 1. Right click a closet item. A menu opens 2. Select Delete. The item is deleted
. Related Topics: Closet Items Functions
Closet items viewing options View as thumbnails or detailed list
Select closet items viewing mode
u ”View” to select a different view 1. Right click a closet item. A menu opens 2. Select View and chose between Thumbnails or Details. The closet view changes accordingly
. Related Topics: Closet Items Functions
3D accessories options 3D accessories are available for use with Browzwear applications. They are applied to the avatars. The 3D accessories that come with the installation include: Shoes miscellaneous
3D accessories activities The different avatars' shoes Putting shoes on Different accessories
. Related Topics: Additional activities
The different avatars' shoes A large collection of ready fitted shoes is available. The shoes are avatar related and may be put on any size avatar of the appropriate type and in any pose. The collection includes: Shoes for Deborah, Tina and Rachel Shoes for David and Adam Shoes for Sara Shoes for Peter Shoes for Kim Shoes for Alex shoes for Maya Any shoe that has been put on once, will remain in the closet for easy future access
A few of Debbie, Tina and Rachel’s shoes
A few of Adam and David’s shoes
. Related Topics: Putting shoes on 3D accessories options
Putting shoes on Put shoes on the current avatar's feet
Drag and drop shoes onto the 3D window u Drag a VSO file to try on a shoe: 1. In Window Explorer open the folder ~VStitcher \Accessories\Shoes (where VStitcher is the VStitcher installation folder) 2. Open one of the main shoe folders, e.g. "Deborah_Tina_Rachel" 3. The individual shoes folders appear:
4. Open a shoe folder and Select the VSO file 5. Drag and drop the VSO file onto the 3D window with an appropriate avatar 6. The shoes are put on the avatar and the shoe closet image appears in the closet under 3D Objects > Shoes
i Note: To try on shoes from the closet, drag the closet icon onto the 3D window Closet sub-categories may be added to arrange shoes by avatars To fit shoes on a different avatar, the Object Enabler may be used
. Related Topics: Adding shoes to the avatars 3D accessories options
Different 3D accessories Several miscellaneous 3D accessories are available for use with Browzwear applications. They may be used with Adam, David, Deborah or Tina Bicycle Tennis racquet & ball Basketball Football
Using miscellaneous 3D objects with the avatars 1.
2. 3. 4. 5.
u Drag a VSO file to use an accessory with an avatar Prepare the avatar in the appropriate pose a. Adam: i. Basketball ii. Bicycle iii. Football iv. Tennis b. Deborah, Tina: i. Bicycle ii. Tennis c. David i. Basketball ii. Football In Windows Explorer open the Accessories folder under the VStitcher installation folder In the Accessories folder, open the appropriate subfolder and select the VSO file Drag and drop the VSO file onto the 3D window with the appropriate avatar. The 3D object is added to the avatar and the closet image appears in the closet 3D objects section
i Note: At this stage, temporarily, the bicycle & the tennis racquet, cannot be fitted with shoes, because they are part of the ”shoes” category Garments can collide with the 3D objects To use objects from the closet, drag the closet icon onto the 3D window Closet sub-categories may be added to arrange objects by avatars
. Related Topics: Putting shoes on 3D accessories options
Supported files types Fie types supported in Browzwear applications Image Files: JPEG TGA BMP PNG Tiff PCX PSD Cad Files: DXF AAMA
. Related Topics: Additional activities
Output Files Browzwear output files include
Pattern shapes Pattern shapes in universal DXF format True dimension pattern images
Virtual garments 3D objects and 2D images of the virtual garments
. Related Topics: Additional activities
Pattern shapes Pattern shapes may be exported as AAMA standard DXF or as true dimension images
Exporting Standard 2D format Exporting DXF Files The DXF export function options allow a seamless interface with a variety of CAD systems. Use to export V-Stitcher files to Back to the CAD system. u ”Export” to export to DXF files 1. On the menu bar, select File > Export > DXF exchange. The Export Dxf dialog box opens
2. Select the appropriate units, based on the destination application 3. Select or deselect the Export Grade Rule Table checkbox: a. If selected, the DXF will include a base size with a reference file of the grade rules for systems supporting the AAMA format (Gerber Accumark, Lectra, Micromark, Investronica PGS, etc) b. If unselected, the DXF will include all graded sizes, nested in one DXF file 4. Select or deselect the Curve Points As Intermediate checkbox (mostly Gerber related: a. If selected, the curve points get no type and are read by Gerber as intermediate points b. If unselected, curve points retain the curve attribute 5. Select or deselect the Export Symmetry as Shapes checkbox: a. If selected, internally mirrored pieces are exported as full shapes and fully symmetric shapes are imported as independent shapes b. If unselected, internally mirrored piece are exported as half shapes with a mirror line, and fully symmetric shapes are exported with extra DXF information regarding quantity readable by other CAD systems (Gerber, Investronica, etc.) 6. Select or unselect the Export Attachments Markers checkbox: a. If selected, attached shapes are exported as internal lines on the parent
shapes, marking the attachment’s rectangular boundaries in the exact position, size and rotation. The attachments are also exported as independent shapes b. If unselected, attachments are only exported as independent shapes 7. Select or unselect the Export Internal Points checkbox: a. If selected, internal points and lines are exported b. If unselected, internal points and lines are ignored 8. Select or unselect Shapes Layout: depending on the CAD system being used. The default is selected 9. After making the selections, click OK to save the DXF file
. Related Topics: Importing pattern files Output Files
Printing pattern images Transforming 2D pattern pieces into true dimension image in 72 DPI including fabric and edge texture images as well as other designed graphics. The files can then be used as a reference for other graphic design systems or as a true dimension plotted image.
Saving pattern shapes as images u ”Print to File” to export the pattern shapes to image files 1. On the File menu select Print> Print To File. The Print To File dialog box opens
2. Select the required options: Print options
a.
Include Allowance I. II.
b.
Check to include seam allowance area for the printed shapes. Uncheck to print only sew lines Include Shape textures
I. II. III.
Check to print the shapes with the fabric textures Uncheck to print only shapes outlines, without textures Extend texture over allowance: select to have the fabric
texture cover also the allowance area c.
Include Seam texture: Include or exclude edge texture
d.
Include Nest: The image can include nested sizes shapes or only the current size
e.
Include out of shape attachments: Select to print also parts of attachments that are out of the shape Saving options
a.
Save As: Choose between two optional formats, JPEG or Bitmap
b.
Resolution: Set image resolution. High resolution will result in better quality and a bigger file size. Select resolution from the drop down menu from 72 to 300 DPI
c.
Output Folder contains a default path, type a different path, or, select a location by clicking the Browse… button
i Note: For best texture quality, make sure that the image in VStitcher has equal or higher DPI value than the Print To File DPI. Large images (Higher DPI values) affect VStitcher run time efficiency.
. Related Topics: Output Files
3D objects and 2D images Here are the file formats created by Browzwear representing the virtual garments 3D objects BWO: Browzwear 3D object Flash (html) 3DS: Standard 3D format 2D images JPEG BMP
. Related Topics: Output Files
Tutorials See detailed and clear, step by step instructions to VStitcher or V-Styler tasks. The tutorials are in PDF format
Browzwear tutorials Importing pattern files Basic garment creation Color ways best practices
Video tutorials 3D basic navigation 3D cluster adjustment
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: Interface basics and working conventions Getting started Activity Centers Additional activities
Professional versus standard edition Several of the software features are only available in the professional edition of Browzwear applications. Users of the standard edition will not have these features.
Exclusive professional features The following features are only active in the professional edition: 1. Smoothing 2. 3D notes 3. Custom camera position 4. Export standard avatars to 3DS 5. High resolution avatars
About Browzwear help V-Stitcher help version 4.8.00
Flipping a Shape’s inner symmetry Use this function to flip the active (green) side of a mirrored piece to the passive (purple) side and vise versa
Switching the active and passive side for inner symmetry u ”Flip” to flip a shape’s symmetry 1. In Fitting center, select Symmetry > Flip 2. Select the mirrored shape. The green side of the shape becomes purple and the purple side becomes green
i Note: This action does not flip the shape. Its stitches and internal elements all remain unaffected
. Related Topics: Flipping Shapes Symmetry
Displaying all cluster’s details and options Show or hide additional cluster details
Revealing all the cluster's dialog box details u ”>Details” button to show/hide the details
. Related Topics: The Cluster dialog box
Clearing a point’s grading values A point can be ”freed”, thus resuming automatic grading based on the nearest graded points on either side For corner points two options are available
Freeing a point’s grading 1. 2. 3. 4.
u ”Clear Grade” to reset grading values for a graded point In Fitting center> Grade > click Grade point the Point Grade dialog box opens Select the graded point Press the button The point has now zero grading values for all sizes and will be graded automatically based on the nearest graded points on either side
Clearing a corner point’s grading values Use to zero the grading values for a corner point, or apply ”Free” grading as described above
Zeroing corner point grading 1. 2. 3. 4.
u ”Clear grade” to reset a corner point graded values to zero In Fitting center select Grade > Grade point. The Point Grade dialog box opens Select a corner point Press The corner point’s grading values are reset to zero
”Freeing” corner point grading u ”Clear grade” to get automatic proportional grading to a corner point, located between two other graded points: 5. In Fitting center select Grade > Grade point. The Point Grade dialog box opens 6. Select the corner point 7. Press Ctrl + 8. The corner point’s grading values are calculated proportionally After (Clear grade + Before Ctrl)
. Related Topics: Grading
Viewing a garment’s sizes See the sizes available for a garment
Check the size list u ”Manage Sizes” to view the sizes list In Fitting center select Sizes > Manage Sizes. The Sizes dialog box opens. The sizes are listed with the base size indicated
. Related Topics: Managing Sizes
Setting the Color way’s Image Use to set the Color way’s representing icon, as well as catalog information about its color. This image will be seen in the 3D window, the import wizard and the web catalog only
Selecting the graphic representation for the color way u ”Set Image” to set the Color way’s image 1. In Fabric center, select Color ways > Set Image. The Color Way Image/Color dialog box opens
2. In the Catalog Criteria area of the dialog box press the ”…” button to choose from RGB colors 3. In the Display area of the dialog box select Pallet or Image a. If Pallet is selected, the RGB color defined in the Catalog Criteria area is automatically selected b. If Image is selected, press Browse to look for a specific image 4. After making the selections, press OK. The color way image is set
i Note: When selecting Image, for best results, prepare a special image for this purpose, 40 by 20 pixels in size, which will hold a clear representation of the dominant fabrics (may also include trims) of the color way
. Related Topics: Color ways
Modifying a fabric’s physical properties A fabric's physical properties may be modified if needed directly in the physical properties dialog box. The changes will not affect the original fabric in the database but only the current garment
Adjust a fabric's physical properties u ”Properties” to modify the properties of a fabric 1. In Fabric center, select Fabrics > Properties 2. From the image bank bar, select a fabric’s icon. The Fabric Properties dialog box opens for the chosen fabric
3. In the Physics area of the dialog box, enter new values for Bend W, L, Strerch W , L and Shear, Mass or Friction. (See: FABRIC PROPERTIES for more.) Each new value that differs from the database values will be marked in red 4. For a multiple selection, press the Ctrl key while selecting the image icons in the bank bar. Common values for all chosen fabrics will be displayed, values that differ between the fabrics, will become blank
i Note: To switch back to the database data (if applicable), press the Retrieve button
. Related Topics: Setting the fabric thickness value Fabric Properties
Determining an attachment’s hierarchy with relation to edge texture Attachments go under edge texture by default. Use Above Seam to place them over the edge texture
Causing attachments to cover edge texture u ”Above Seam” to determine whether an attachment will cover an edge texture or not 1. In Attachments center, select Attachments > Above Seam. The Above Seam dialog box opens
2. Select the attachment icon from the image bank bar 3. In the Above Seam drop-down menu, select either False or True a. If True, the attachment covers the edge texture b. If False, the edge texture covers the attachment
. Related Topics: Attachments and texture
3D Objects Enabler The Browzwear 3D Objects Enabler is a light set of tools used to enable 3D objects for Browzwear usage. Once an object is enabled with VS-3Denabler, it may be used in V-Stitcher simply by dragging and dropping onto the avatar in the 3D window. On the body, the 3D object will adapt to the avatar poses: the Flexible attribute may be assigned to a 3D object and will result in smooth deformation of the objects according to avatar bone structure movement in the various poses
3D Objects Enabler activities Enabling a 3D object: a step by step guide Tool Bar buttons functions Camera positions Panel functions
. Related Topics: Additional activities
Viewing a fabric’s physical properties Review or modify a fabric's physical properties in the Browzwear application
Checking a fabric's physics u ”Properties” to view the properties of a fabric 1. In Fabric center, select Fabrics > Properties 2. From the image bank bar, select a fabric’s icon. The Fabric Properties dialog box opens for the chosen fabric with the information displayed
. Related Topics: Fabric Properties Fabric Physical Properties and testing methods
Enabling a 3D object. A step by step guide Follow these steps to adapt a 3D object to a specific avatar
Adjusting a 3D object to an avatar u To enable a 3D object using the VS-3DEnabler 1. Open the target Avatar 2. Open the 3D object 3. Select object’s relevant category (shoe, hats, etc,) 4. Set its correct units (mm, cm, etc) and size 5. Set correct positioning, rotation and scale with respect to the avatar 6. Set the needed objects attributes 7. Generate a closet Image 8. Save and send to V-Stitcher or V-Styler
. Related Topics: 3D Objects Enabler
3D enabler tool bar buttons functions 1
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3
4
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10 11 12
13
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15
16
. Related Topics: 3D Objects Enabler
Buttons 11-16: Camera positions Quickly reset zoom and camera position. The object will fill the screen at the chosen angle.
Switching to preset camera positions Button 11: Camera Front u
To position the camera in front of the object
Button 12: Camera Back u
To position the camera at the back of the object
Button 13: Camera Right u
To position the camera at the right side of the object
Button 14: Camera Left u
To position the camera at the left side of the object
Button 15: Camera up u
To position the camera above the object
Button 16: Camera Down u
To position the camera beneath the object
. Related Topics: Tool Bar buttons functions Enabling a 3D object: a step by step guide 3D Objects Enabler
3D enabler Panel functions The 3D enabler panel functions and options
Closet Name and Image Category
Units
Object Attributes
Revert Object
. Related Topics: 3D Objects Enabler
Button 1: Open Open the 3D object file
Opening a 3D file in 3Denabler 1. 2. 3. 4.
u To open a 3D object in 3Denabler Click the Open button. The Open dialog box opens Select a 3D file and click the Open button. The Chose Object Category dialog box opens Choose a category and click OK The 3D object opens
. Related Topics: Tool Bar buttons functions Enabling a 3D object: a step by step guide
Button 2: Save Save the adjusted object at the end or during the process
Saving the VSO file u To save the V-Stitcher 3D Objects Enabler file The file-Name is *.vso. This file holds the object enabling data
. Related Topics: Tool Bar buttons functions Enabling a 3D object: a step by step guide
Button 3: Open Avatar Open the required avatar
Opening the avatar u To open an Avatar from the Browzwear avatar list 1. Click the Open Avatar button. The Open Avatar dialog box opens 2. Select an avatar from the list and click Open. The selected avatar opens
. Related Topics: Tool Bar buttons functions Enabling a 3D object: a step by step guide
Button 4: To VStitcher Send the finished object to VStitcher or V-Styler
Sending the adjusted 3D object to Browzwear applications u To ”send” the enabled object to the VStitcher application 1. Click the Send to VStitcher button 2. The object is put on the avatar 3. A link is placed the VStitcher closet for regular use
i Note: Make sure the right avatar is open in VStitcher The object will be seen in the closet only if a closet image was generated
. Related Topics: Tool Bar buttons functions Enabling a 3D object: a step by step guide
Button 5: Rotate Rotate the 3D object to adjust it to the avatar body
Rotating the 3D object to fit the avatar u To rotate the object around X, Y, Z axis 1. Click the Rotate icon
2. Hold the CTRL key down through the entire Rotate process (this will stop navigation and activate the Rotate function) 3. Move the cursor onto the relevant circle to select the relevant axis 4. Click and drag to rotate the object as needed.
. Related Topics: Tool Bar buttons functions Enabling a 3D object: a step by step guide
Button 6: Move Move the 3D object to adjust it to the avatar body
Moving the 3D object to fit the avatar u To move the object in X, Y, Z axis 1. Click the Move icon
2. Hold the CTRL key down through the entire Move process (will stop navigation and activate the Move function) 3. Move the cursor on top of the relevant axis 4. Click and drag to Move the object as needed
. Related Topics: Tool Bar buttons functions Enabling a 3D object: a step by step guide
Button 7: Scale Scale the 3D object to adjust it to the avatar body
Scaling the 3D object to fit the avatar u To Scale the object in X, Y, Z axis 1. Click the Scale icon
2. Hold the CTRL key down through the entire Scale process (this will stop navigation and activate Scale function) 3. Move the cursor on top of the relevant axis 4. Click and drag to Scale the object as needed
. Related Topics: Tool Bar buttons functions Enabling a 3D object: a step by step guide
Button 8: Wire Frame Display a transparent wire frame to better view the relation between the body and the object
Switching to wire frame view u
To present the object by its polygon construction as wire frame
. Related Topics: Tool Bar buttons functions Enabling a 3D object: a step by step guide
Button 9: Undo Undo adjusting and positioning actions
Undoing actions u
To undo latest actions
. Related Topics: Tool Bar buttons functions Enabling a 3D object: a step by step guide
Button 10: Navigation Mode 3D Navigation mode may be switched between Browzwear standard cylindrical mode or Object enabler specific mode
Switching navigation modes u To switch between 2 optional navigation modes 1. Button not pressed: Confine navigation using the avatar at its relevant body part as center of universe. Rotations and zoom will be around this point, example: If Shoes category is selected, navigation will occur around the Avatar foot 2. Button pressed: Normal cylindrical avatar navigation. As in Browzwear applications
. Related Topics: Tool Bar buttons functions Enabling a 3D object: a step by step guide
Category The category selection defines the hanging points on the avatar to which the object is related. The 3D Object and camera will be placed accordingly The categories include: Hat Shoes Necklace Bracelet
Setting 3D object enabler Category u To set or change the category Select a category from the drop down menu. Example: If Shoes is the selected category, the object and Camera are positioned at the avatar foot
. Related Topics: Panel functions
3D object enabler Units The units used while creating /scanning the original object are imperative for representing the 3D object in its accurate proportion relative to the Avatar.
Setting 3D objects enabler units u To set the object’s units and initial scale 1. Use radio button to select Millimeter, Centimeter, Inch or Custom 2. Custom is used in case none of the available units is correct. If Custom is selected, insert the value in the editable box next to it 3. Dimensions are the values of the Object’s bounding box sizes; this value is updated upon object manipulation in the application
. Related Topics:
Object Attributes Object attributes may be selected as needed
Setting 3D objects enable attributes u To set the object’s attributes Check the required checkboxes: o Mirror Copy: A mirror copy of the object will be visible in VStitcher , Example: shoe o Collidable: Enable the simulated garments to collide with this object, Example: pants will collide with shoes o Flexible: Enabling the object to automatically bend/skew according to the avatar bones movement Example: shoes in walk pose o Smooth: Smoothing the object texture o Flip X: Flip the object on the X axis o Flip Z: Flip the object on the Z axis
. Related Topics: Panel functions
Revert Object Go back to the object dimensions before it was adjusted
Going back to the starting point u To return the object to its original dimensions Press the Revert Object button. The object is reverted
. Related Topics: Panel functions