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608 Chapter 8: Modifiers
Resulting geometry after applying Garmen t Maker
Tip: For best results, when applying Garment
Maker to multiple splines, first combine the splines
into a si ngle object.
Also,tokeepyourpatternsprecise,norounding
of boundary edges and corners, you must break
the splines at the corner vertices. This is also
important because it d irectly impacts the segments
ofthesplinesthataretobeusedtocreateseams
between the individual panels. To understand this
better, take a look at the following example.
In the image below are two rectangular splines to
which a user might want to apply Garment Maker.
AfterapplyingGarmentMaker,theideaistothen
create a seam between the two panels along the
inner edge. First, it should be noted that both
splines are closed shapes and have been attached
so they are par t of the same editable spline object.
When G arment Maker is assigned, look what
happens:
Garment Maker seems to have "chopped" corners
of the rectangular splines off, alterin g the pattern.
Beyond that, if the user tried to select the edges of
thepanelsthatmakeuptheseam,theywillnotbe
able to. This is because Garment Maker currently
has on ly a single spline to work with for each panel.
Tokeepthepatternclean,dothefollowing:
1. Access the Vertex sub-object level of the
editable spline.
2. Selecttheverticeswhereseamsaretobe
created.
3. Click Break to create unique segments that
Garment Maker can use to create a seam.
Shown below are the results when all of the vertices
are selected and then broken.
All vertices in both pane ls selected and then "broken"