Painlessly Easy Conforming Clothing
                                                                                                              by Bloodsong

     In order for a figure to conform properly, it has to follow certain rules.  First, it has to be built upon the base figure (duh).  This is easy.  Secondly, it needs to have body parts named the same as the base figure.  Not too difficult.  The hard part comes with the CR2.  The joint centers have to match the target figure's, and everything needs to be zeroed.  This is a breeze, if you just let Poser do the work for you.     

     If you are creating clothes for the P4 nude male or female, you can use the tuxedo/catsuit (respectively) as your base conformer.  For other figures, there might not be such a file handy.


Step One: Base Conformer CR2

     Load your figure, any figure.  Turn off all IK.  Open the JP window and press the button to zero the figure.  Don't hyperventilate, we're not going to do any JPs.  (Make sure some body part is selected so the fool "Zero Figure" button will appear.)

     Now this is the important step: memorize the figure.  That's under the Figure menu somewhere.  Now save the figure to the library with a new name.  This will be your base conformer, so name it P4NW-conf or something memorable.

     Load the base CR2 into a CR2 Editor, and remove all the morph channels from everything.  (Morph Manager will do this for you right quick.)  Also go into the "Figure" section at the bottom and delete all the material channels.  You can leave the Preview material, Poser will just make a new one, anyway.  Re-save the stripped CR2.

     Depending on what figure you are doing, also check for any geomCustom entries, and replace those with pointers.  And delete any props and such attached to the figure.


Step Two: Plug & Play

     Obviously, you need to model the clothing on the base obj for your target figure, slice it to match the pertinent body parts, etc etc etc.  Once your obj file is finished, save it to whatever geometries subdirectory you want.

     Now all you do is plug it in to your base conformer CR2.  There are two obj pointer lines in the CR2.  Just change them to point to your new obj.  Save the CR2 with its new name:  P4NW pajamas or what have you.  That's IT.  That's all you need to do.  Really.
    Well, almost.  What about all that getting the joint centers to line up and stuff?  Well, since we copied the target figure's CR2, all the joints are exactly identical.  Yeah.... but we all know that a figure will never conform properly to itself; so you can't use the target figure's CR2.  But you see, a figure won't conform to itself properly, because the figure has initial joint rotation values.  Non-zero values.  These cause bits to stick out at odd angles when trying to conform.  Because we zeroed the figure, and *memorized* it that way, there are no initial rotations or anything to mess up the conformation.
     Now what about those conform target lines you sometimes see in the CR2?  They don't do squat, far as I can tell.  In fact, when I try to use a CR2 with those lines in there, my new conformer doesn't work, so I avoid those altogether.

     That's the plug in part, where's the rest?  If your garment is tight or standard fit, you should be done.  If your garment is bulky or baggy, you may need to adjust the JPs.  Don't move the joint centers, just adjust the bend X arm zones, the spherical mat zones, etc, to make sure they encompass the bulk of the clothing.

     Lastly, when Poser reads the obj, it will create material entries (in, er, creative colours) for the item.  Set the colours/highlights/trans/textures/etc to the way you want them. Set the garment up for a pretty preview thumbnail, and re-save the CR2 to the library.   And you're done!


Details:

     If you want to cut down even more on your CR2 overhead, you can delete out body parts that your clothing will not be using.  Your pants, for example, can dispense with the collars and shoulders and neck and fingers and all that.  However, keep in mind that for proper bending, you need to keep empty body parts for any body parts that touch your actual body parts.  That is, keep one more part than you need.
     For example....  Let's say our pants have hip, thighs, and shins.  We want to keep those body parts, obviously, but we also want to keep empty body parts for the abdomen and feet.  Why?  Because these child parts will affect the posing of their parent parts (hip and shins, respectively).  When your conformee figure bends his foot up, it should push up the cuff of the pants.  If you delete the empty feet from the CR2, this action won't occur.

     You do not need to create dummy parts in your obj; you can have empty entries in your CR2.  Poser will save the CR2 with the top portion having empty body parts, without even pointers.  This is fine.  The important information is the JP info in the second part of the CR2.  That will remain intact, as long as there are body part references (even empty ones) in the top section.