9

Garment Maker Modifier 615
way, if you change t he Density value, the mesh
will retain its deformation. Once a snapshot
has been taken, at the Panel sub-object level,
thepanelswillhavetheUsePreservedcheck
box on. This means you can move the panels
around while maintaining their deformation.
Also note that once a snapshot has been taken,
Garment Maker automatically chooses the
Preserved Surface option.
Fla t Pa ne ls Displays al l the panels as flat
surfaces. This mode defines the texture
coordinates of the garment vertices. With this
output mode active, you can adjust texture
coordinatesatthePanelsub-objectlevelby
moving and rotating the panels.
Str etch M ap Coords—When on, Garment Mak er
uses the bounding box of the original spline shape
in defining the texture mapping co ordinates. The
lower-left corner of the box is always assigned UV
coordinates of (0,0). If Stretch Map Coords is on,
the upper-right corner has coordinates of (1,1).
This conforms to the 3ds Max conven tion for
bitmap textures. If the box is off, the upper-right
corner has coords (1,a) (a>1) or (a,1) (a>1), which
are chosen to preserve the proportions of the box.
This is appropri ate for procedural textures.
Left: Stretch Map Coords on
Right: Stretch Map Coords off
Figure group
Use these controls to specify locations for each
panel on the figure to be clothed
[button]—Click t his button, labeled “None by
default, and then click the object, or figure, to
which the clothing is to be applied. Ty pically this
is a character model. Thereafter, the name of the
object appears on the button.
Mark Points on Figur e—After specify ing a figure
using the “None button (see preceding), use
this control to specify locations on the figure for
automatically positioning panels in the garment.
When you click Mark Points On Figure, this
character outline appears in the corner of each
view por t:
The character outline lets you m a rk points for positioning
panels.
As each point highlights in red, click the
correspondinglocationonyourfigure.Whenyou
do so, an axis t ripod appears on the object surface
and the next point on the outline highlights.
During this process you can manipulate the
viewport as usual, zooming, panning, and rotati ng
freely. You can continue clicking points as long as