3D:Quick Start

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1.

Contents

[edit] Tutorial Files

[edit] Introduction & Objectives

OptiTex 3D is a ‘True-to-Life' Fabric Simulation System.
The objective of this tutorial is for you, the reader to obtain basic 3D content generation skills, meaning the ability to take 2D patterns from scratch, and produce real clothing items.
This tutorial will not cover every button and command in the system, but it should help you obtain a good knowledge of the workflow and a better understanding of the system.

[edit] Basic 3D Concepts

OptiTex 3D is a natural extension to PDS (Pattern Design System). Creating 3D content begins with a full set of real patterns. These can be acquired from external CAD applications or directly from our PDS. In this tutorial we will assume these patterns are available in OptiTex PDS format (.pds/.dsn) and proceed from there.

Creating 3D cloth from 2D flat patterns requires additional information which consists of:

  1. Initial 3D position (Front, Back,Left etc.)
  2. Stitching information (What goes to what?)
  3. Cloth mechanical properties (Stretch, Rigidity…)
  4. Colors, Prints, Logo’s, Stitch widths & textures (Shading)

[edit] Workflow

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2.

[edit] Getting Started On Morphing

[edit] Morphing The Mannequin

OptiTex 3D gives users the power to simulate cloth on a variety of body sizes and shapes. The parametric mannequin module allows interactive modification of the model’s body dimensions in real time, yielding the freedom to view the finished garment on practically any body size.
First step would be to learn how to use the parametric mannequin module, change body measurements, and control the placement of measures on the 3D model.

  1. In PDS click the 'View' menu, select '3D Windows' and then select 'Model' to open the 3D Viewer window.
    3.
    3.

  2. In 3D toolbar click on the 'Load Model' icon to open the file "Parametric Jasmin.mod".
    4.
    4.

  3. Invoke the Body Dimensions dialog by clicking on the 'Model Properties' icon
    5.
    5.

  4. The dialog reflects the actual measurements for the loaded model.
    6.
    6.

[edit] Using the Body Dimension (Morph) dialog

  • This dialog gives you the freedom to interactively modify body measurements, by either input of an exact measure, or by using a slider to offset the current measure.
  • Note that the dialog consists of several panels, some of the OptiTex mannequins have more options than others.
  1. Use the Main panel to modify basic measurements, most often used to specify body size.
    7.
    7.

  2. Use the Advanced panel to further refine more detailed areas of the body.
    8.
    8.

  3. Use the Pose panel existing in some of the mannequins to change the posture or standing position of the model. This is useful when simulating cloth in different positions.
    9. Eva's Pose
    9. Eva's Pose

  4. Use the Extra Panel to shift between different model prototypes. This is useful when simulating the same cloth on various age groups (youth versus grownups). Extra use is to place accessories needed for simualtion like shoulder pads.
    10.
    10.

  • There are several ways to change a measure in the dialog. Note that each measure has a slider to its left, as well as an edit box containing a measurement value. As an example, try modifying the Height parameter of the mannequin. Click on the associated slider and drag it to the right until its measure value is approximately 180cm. Note that the model’s height has increased in the 3d view. Also, the measurement changes to reflect the model’s height as you move the slider.
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  • This method is useful for approximating a measurement, but often, you will want to input a precise measurement. In the edit box associated with Height, type 160 and hit the Enter key on the keyboard. Note that the model’s height has changed again, and now reflects the precise measurement value. you can also use the up & down arrows to modify the value.
    12.
    12.

[edit] Placing Measurement Location

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Once the model is loaded, the Body Dimensions dialog already has default measurement values for each parameter. For each parameter the model has a default location from which the measurement is taken. If you click on a slider for a parameter, or click inside its associated edit box, you can see the location of the measurement represented by a highlighted blue line.
For example, click on the slider for the Waist parameter. Note that a blue line appears around the area of the model’s waist in the 3D viewer. Now click on the edit box associated with Arm Length in the Advanced panel. A blue line appears, connecting the point from the model’s wrist to her shoulder. Often, the placement of these default locations will not be exactly what you want, so the system allows you to modify their placement to any position you like. The key to changing measure placement is in using the measure tools.

[edit] Measure Tools

[edit]
14. Circumference Tool
14. Circumference Tool

  1. Click on the black arrow next to the 'Model Properties' icon in the 3D toolbar. This will invoke a drop down list of the measure tools. Select the 'Add Circumference Measure' from that list.
  2. A circumference tool appears near the feet of the model. You can move the position of the tool in the same way you move cloth pieces in the scene. Hold the CTRL or the SHIFT keys down and click on the tool to select it.
  3. Move the tool's position using the left mouse button, while the CTRL/SHIFT key is still down.
  4. Every time you stop the mouse movement, the tool takes a measure at its location. A line, extended from the measurement area, displays the measurement value. This tool can also be useful for verifying body dimensions after they have been modified.
  • Let’s try modifying a measure placement using this tool.
  1. Move the circumference tool to the waist, so that it lines up with the model’s bellybutton.
  2. Now select the tool by clicking on it with the mouse while holding the SHIFT/CTRL key. You will see the tool highlighted.
  3. Next, click on the Waist edit box in the Body Dimensions dialog. The parameter will be highlighted, indicating that it is the currently selected parameter.
  4. Finally, click on the Place Measure button at the bottom of the dialog.
    15.
    15.

  5. A dialog prompt will pop up saying the parameter already has a value. Click Yes to override the default measure location.
    16.
    16.

  6. The new measure location is assigned. You can verify this by seeing that the measurement value in the edit box has changed to equal the value in the Circumference Tool in the 3d view.


[edit]
17. Tape Measure Tool
17. Tape Measure Tool

  1. Click on the black arrow next to the 'Model Properties' icon in the 3D toolbar. This will invoke a drop down list of the measure tools. Select the 'Add Tape Measure' from that list.
  2. The cursor now changes to indicate a tape measure tool is invoked. To take a measurement using this tool, you need to click on 2 points on the model in the 3D Model window. Click on the first point and drag the mouse cursor to another point. Once you make the second click, a measurement is taken and its value is displayed.


  • Let’s now try modifying a measure placement using this tool.
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  1. Click on the model’s shoulder using the measure tape tool, and drag the mouse all the way to the wrist on the same arm. Now click on the wrist. A measure will be taken, and its values displayed.
  2. Hold the SHIFT key and click on the measure line. This will invoke the Measure Tool Dialog.
  3. The Measure Tool dialog displays the different measurements taken by the Tape Measure Tool and allows you to choose to which of those measurements you wish to refer.
  4. Select the Body Length and click OK.
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  1. Now select the tool by holding the CTRL key and right clicking on the line with the mouse. You will see the tool highlighted in red.
  2. Next, click on the Arms edit box in the Advanced panel of the Body Dimensions dialog. The parameter will be highlighted, indicating that it is the currently selected parameter.
  3. Finally, click on the Place Measure button at the bottom of the dialog.
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    20.

  4. A dialog prompt will pop up saying the parameter already has a value. Click Yes to override the default measure location.
  5. The new measure location for the arms length is assigned. You can verify this by seeing that the measurement value in the edit box has changed to equal the value in the Tape Measure Tool in the 3d view.

[edit] Restoring and Defaults

Often you will want to quickly restore previous measurements while modifying the parametric mannequin model. Using the buttons at the bottom of the Body Measurements dialog, you can easily revert changes and return to the model’s default measurements.
Once you have modified the parametric mannequin, you may restore the originally loaded state in which the model was loaded by clicking the 'Restore All' button on the dialog. This will revert all the measurements in the model to the values they had when the model was loaded. To restore a single parametric measure to its original value, first select that parameter by clicking on the edit box for the measurement you wish to restore. Then click on the 'Restore' button.

21. Restore and Restore All
21. Restore and Restore All

[edit] Saving Model

After modifying the body measurements to the desired values and positions, it is time to save the model for future simulations. The parametric mannequin can be directly saved as mod file, just like any other model. At this point, it is very important to decide if you want to save a final model without the body parameters, or save with the body parameters for more measurement modifications in the future. Note that by compressing the model, it is finalized and its body dimensions can no longer be modified.

  • To save the model
  1. Click on the black arrow next to the 'Load Model' icon in the 3D toolbar. This will invoke a drop down list of the file utilities. Click on the Save Model button in the toolbar to invoke the Save as dialog.
    22.Save Model
    22.Save Model

  2. Type a name with mod extension, and enable the 'Keep Body Controls' checkbox if you want to save parameters for future modifications. If you are happy with the model and want to use it as is in the future, disable this checkbox.
    • Notice that Save Model command saves the model with the simulated garment on. If you wish to save the model alone be sure to Clear Cloth first.
      23.Save as Dialog
      23.Save as Dialog

  3. You may now reload the saved model and continue your work.



[edit] Getting Started On 3D Stitching

[edit] Goals & End Products

  • In this tutorial we will learn to simulate symmetrical T-Shirt, add fabric textures, print and stitches textures. The end products of this tutorial are :
  1. Three dimensional image of the T-Shirt (CLT).
  2. Fully dressed mannequin (MOD)
  3. Snapshot of our model dressed with trousers and T-Shirt (JPG).

[edit] Files & Interface

  • The files we shall use for this tutorial are a 2D pattern of a T-Shirt, created in OptiTex PDS (Tshirt_start_point.pds) and a mannequin pre-dressed with a pair of trousers (Jas & pants.mod).


  • First step would be to load the relevant files and configure the interface to fit our needs.
  1. On PDS open the file 'Tshirt_start_point.pds'.
  2. From View menu select 3D Windows and then open the model window (3D Viewer) or simply press '6' on the keyboard to quickly launch this window.
  3. On the 3D viewer load 'Jas & Pants.mod'.
  4. From View menu select 3D Windows and then open the 3D Properties window and the Shader window or simply press '7' and '8' on the keyboard to quickly launch these windows.
  5. Open the Piece Properties window, either from the Edit menu or by selecting a piece and clicking Enter.
  6. Open the Toolbox from the View menu or simply press '3' on the keyboard.
  7. Now dock all those windows together on the left side of the screen to maximize the space for the working area
24.This is how your screen should look like. Click image to enlarge
24.This is how your screen should look like. Click image to enlarge

[edit] Arranging For 3D

[edit] Defining Initial Placement

  1. Click on the Properties tab. Make sure that each piece has a unique name so you can easily recognize it. In this case we have 3 pieces- Front, Back and Sleeve. Make sure the piece called Sleeve has Pair definition.
  2. Click on the 3D Properties tab.
    25. 3D properties pane
    25. 3D properties pane

    This is the window in which we determine the 3D positioning, cloth properties and the relevant size in case we have grading defined. At the top end of the 3D properties pane you can view the name of the current (selected) piece. For each and every piece select the appropriate initial body position. Define the piece 'Sleeve' as 'Left Arm'.
  3. Back to 3D Properties, for each position there are default definitions of initial 3d shape. For instance, sleeve pieces are 100% cylinder shaped by default and Front and Back pieces are Flat by default. Let's change that and define the Sleeve as 70% cylinder, the Back as 30% cylinder and same goes for the Front.
  4. Verify placement by clicking on the 'Place Cloth' icon.
    26. Place Cloth
    26. Place Cloth







  5. As you can see in the picture bellow, the placement is ok but the angle is as it is set on the working area.To fix this follow next step.
    27.
    27.

  6. We need to set the correct orientation on the working area for each piece. Rotate the pieces using PDS rotation tools so pieces are corresponded to body's orientation.
    1. Do not forget that the view on the screen is a mirror view to actual placement. What appears to be on the left is actually on the right side of the body.
    2. Place the active sides of the half pieces one against the other.
      28.Before correction
      28.Before correction
      29.Correct orientation
      29.Correct orientation

  7. Now select all the pieces (CTRL+A) and press on the "Synchronize" button.
  8. To refresh the view use "clear cloth" icon and then "place Cloth". See result in picture below:
    30.Accurate piece orientation on body
    30.Accurate piece orientation on body

[edit] 3D Placement and Navigation

[edit] Navigating In 3D

There are two basic operating modes in 3D:

[edit] Navigate Mode

Navigation mode is always enabled, meaning you can always rotate, zoom & move the mannequin to inspect from different angles, and no changes to the pieces will occur.

[edit] Edit Mode

Edit mode is available by holding down the Ctrl/Shift keys. When editing, pieces can be relocated, rotated and prints or textures can be modified.
To move a specific piece, hold Ctrl/Shift down and then left click the piece. It should show a green rectangle indicating its selection.

  1. Ctrl+Left click: Moving the mouse left, right up and down moves the piece accordingly.
    36.
    36.

  2. To push the piece IN and OUT hold Ctrl down, right click it, and then move the mouse Up and Down.
    37.In
    37.In
    38.Out
    38.Out

  3. To rotate the piece Left & Right hold shift down and hold both mouse keys on the piece. Then move the mouse Up and Down.
    39.Rotate Right
    39.Rotate Right
    40.Rotate Left
    40.Rotate Left

  4. To rotate the piece In & Out hold Ctrl down and hold both mouse keys on the piece.Then move the mouse Left & Right.
    41.Rotate In
    41.Rotate In
    42.Rotate Out
    42.Rotate Out

  5. To rotate the piece On Z Axis hold Ctrl down and hold both mouse keys on the piece.Then move the mouse Up and Down.
    43.Rotate On Z
    43.Rotate On Z
    44.Rotate on Z
    44.Rotate on Z

  • Make sure the pieces are located correctly by inspecting the mannequin from multiple angles. See result in pictures below:
    45.Front view
    45.Front view
    46.Side view
    46.Side view
    47.Back view
    47.Back view

[edit] Stitching

  • Pattern connection is done in the PDS 2D window, on the Working Area.
  1. Remove the cloth from the mannequin by selecting the 'Clear Cloth' tool. The 3D placement will not be lost until next time you will choose to Synchronize.
    48.Clear Cloth
    48.Clear Cloth

  2. Select the 'Stitch' tool from the 3D toolbar to begin stitching the patterns.
    49.Stitch
    49.Stitch

  3. There are 3 ways to add a stitch:
    1. Segment to Segment - Click on a line to be stitched, notice how a color highlights the selected segment and that the stitch cursor turns into a “double” sewing machine indicating that the next segment will connect to this one.
      50.Segment to Segment
      50.Segment to Segment

    2. Point to Point - Click on a grading point then on the next point in a clockwise manner, this defines the first “Half” of a stitch. Notice the change of cursor to a double sewing machine. Do not forget that grading points have to be viewed in order to select them.
      51.Point to Point in first segment
      51.Point to Point in first segment
      52.Point to Point in second segment
      52.Point to Point in second segment

    3. Selection Rectangle – Add a complete stitch, or half by dragging a rectangle around the end points of the designated segments, this feature is useful for small segments, which are hard to access without zooming in.
      53.Stitching with Selection Rectangle
      53.Stitching with Selection Rectangle

  • When adding stitches, you may use any of the zoom tools, scroll bars and the mouse wheel at any time and then continue stitching.
  • Deleting a stitch is done by selecting it first (Red indicates selection) and clicking the “delete” key. Alternately you may drag a rectangle over the stitch and do the same. Selection is made either by selecting the 'Show Stitch Mode' tool (Shift+U) or by releasing the stitch tool before selecting a stitch for deletion. Do this by right clicking an empty area of the screen.


Back to Stitching

  1. Stitch the side seams together. Since we are stitching in symmetry, any stitch defined in the active side of the half piece is also valid to the symmetric half.
    54.Side Seams
    54.Side Seams

  2. Stitch the shoulders together.
    55.Shoulders
    55.Shoulders

  3. Stitch together the under arm's seam.
    56.Under Arm's seam
    56.Under Arm's seam

  4. Stitch the arm hole to the sleeve in two separate stitches- one from the shoulder down to the notch and one from the notch and down to the armpit. Stitching this way ensures that the ease we have in the sleeve stays within the shoulder's boundary as it should. Do that once with the front side and once with the back side.
    57.Front's upper arm hole to Sleeve
    57.Front's upper arm hole to Sleeve
    58.Front's lower arm hole to Sleeve
    58.Front's lower arm hole to Sleeve

    59.Back's upper arm hole to Sleeve
    59.Back's upper arm hole to Sleeve
    60.Back's lower arm hole to Sleeve
    60.Back's lower arm hole to Sleeve

  5. Stitch the hem lines and the neckline as stand alone stitches, that means that you should first define the stitch and then right click on an empty space of the working area. This would enable control on the amount of stretching and would also give us the ability to define stitch textures.
    61.Stand Alone Seam - second click is a right-click on an empty space
    61.Stand Alone Seam - second click is a right-click on an empty space
    62.Stand Alone Seams defined to all hem lines and neckline
    62.Stand Alone Seams defined to all hem lines and neckline

[edit] Stitch Verification

  • After stitching all necessary segments, we are ready to verify the connections and run the simulation.
  1. Position the cloth again by clicking the “Place Cloth”. Now you can see the actual stitching connections in 3D. Stand alone stitches are not visible at this point.
    63.Stitching Connections marked as blue lines
    63.Stitching Connections marked as blue lines

  2. At this point you have either finished stitching correctly, or maybe you are missing some stitches, or some stitches might be reversed.
    1. In case you've missed stitches go back to 2D working area and complete the stitching necessary.
    2. In case you've recognized reversed stitches, select those stitches using the 'Show Stitch Mode' tool.3D Quick Start 64.png
      Then check the 'Flipped' checkbox in the 3D Properties pane, on the Stitch Properties section.
      66.Reversed stitch
      66.Reversed stitch
      67.After flipping the stitch
      67.After flipping the stitch
      65.Flip reversed stitches on the 3d properties window
      65.Flip reversed stitches on the 3d properties window

  3. Relocate and verify stitches. Verify that all stitches are present and correctly positioned. You can do that by hiding the model. This would enable you to view the stitch connections from various angles.
    • Showing and hiding the model is done by selecting 'Show or Hide Model' from the 3D toolbar.
      68.Show or Hide Model
      68.Show or Hide Model

    • In the image below you can see an example of hidden model state.
      69.Show Model
      69.Show Model
      70.Hide Model
      70.Hide Model

  • An important thing is to ensure that the stitch connections actually circumscribe the body. That means that you need to keep the pieces as close to the body as possible and ensure that there are no significant body parts not included within the stitch connections boundaries.
    71.Arm is outside of stitch connection boundary
    71.Arm is outside of stitch connection boundary
    72.Simulation resulted poorly
    72.Simulation resulted poorly

[edit] 3D Simulation

  • To run the simulation, click the “Simulate Draping” button.
    73.Simulate
    73.Simulate

  • Simulation time varies, depending on the size of the clothing items and the simulation resolution.
    74.
    74.
    75.
    75.
    76.
    76.

  • To emphasize the effect of resolution, try changing the size to 0.8 cm, by first selecting all pieces (Ctrl+A), then changing the “Resolution” field to 0.8 (in 3D Properties), then removing the cloth and re-simulating.
    77.Low resolution (2 cm)
    77.Low resolution (2 cm)
    78.High resolution (0.8 cm)
    78.High resolution (0.8 cm)

  • Accurate simulation depends on many factors including cloth parameters and stitch attributes. For comprehensive understanding of those factors and advanced tricks see Advanced Tutorial and 3D Properties.

[edit] Textures

  • Now that we have the simulated T- shirt we can now define the textures for the fabric and the stitches.
  • Valid file formats for OptiTex 3D textures are:
  1. JPG
  2. PNG
  3. TIF
  4. BMP

[edit] Cloth Texture

  1. We will define one cloth texture for all the shirt's pieces. Select all the pieces (CTRL+A). Incase you wish to define a different texture for different pieces then select the pieces one by one.
    79.Shaders
    79.Shaders

  2. Select the Shader tab to see this window. This is where you define textures and textures properties.
  3. From the Texture Editor, click on the black arrow next to the Texture 1. This will launch the 'open file' dialog.
  4. Select the file 'stripes.png'. This is the texture for the entire shirt.
  5. View the result at the 3D Model window. It should look like the picture below.
    80.Shirt with texture
    80.Shirt with texture
























  6. To adjust the stripes of the sleeves to match to the stripes of the bodice, select the sleeve piece and then on Shader window change the value of Y in the Offset field from 0 to 6.2. This will move the texture so the stripes will match. You can also move the texture using the up/down arrows next to the field.
    81.Stripe adjusted
    81.Stripe adjusted

  7. Now let's add a print at the front and adjust its position.
    1. Select the front piece.
    2. At the Shader window select, click on the black arrow next to texture 2.This will launch the 'open file' dialog.
    3. Select the file 'woman.png'. The image is now defined as a repeating pattern on top of the stripes.
      82.Print defined as 'Pattern'
      82.Print defined as 'Pattern'

    4. At the 'Type' field, click on the arrow and select 'Logo' from the drop down list. The image is now defined as a logo on top of the stripes.
      83.Print defined as 'Logo'
      83.Print defined as 'Logo'

    5. We can now determine the size we want for the print. Let's enlarge the print at the 'Scale' field to be 3 times larger than its actual size.
      84.Scale field
      84.Scale field
      85.Scaled print
      85.Scaled print

      .
    6. Now let's determine the position of the print over the front piece. Select the 'Move Texture' tool from the 3D toolbar.
      86.Move Texture
      86.Move Texture

    7. Notice that the mouse cursor changed to a shape of a hand. Select the print with left-click and move the print over the front until you reach the position you wanted. Another way to determine the print's position is by selecting the texture at the 'Shader' window and entering values in the 'Offset' field.
      87. New print position
      87. New print position
      88. Position of texture by exact values
      88. Position of texture by exact values

[edit] Stitch Texture

  • Textures for stitches can also be defined in order to distinguish between different sewing techniques. We shall use two different stitches for our shirt- Overlock stitch for the hems and Flatlock stitch for the sleeve.
    89. Selected stitches are highlighted in red
    89. Selected stitches are highlighted in red

  • Default stitches are white and have width of 0.15 cm.
  1. First let's select the hem stitches for the bodice and sleeve and the neckline.
    1. Selection of stitches is made by clicking the 'Show Stitch Mode' icon or clicking Shift+U. The mouse cursor is then changed to stitch selection state and you can now select the aforementioned stitches.
    2. For multiple stitch selection use the Shift key.
  2. Click on the 'Shader' tab.
  3. From the Texture Editor, click on the black arrow next to the Texture 1. This will launch the 'open file' dialog.
  4. Select the file 'Overlock.png'.
  5. View the result at the 3D Model window. At this point you cannot see the stitch. To fix that follow next steps:
    1. On '3D properties' window, Stitch properties is on while the stitches are still selected.
    2. On the Width field raise the value to 1 cm.
    3. In the 'Shader' window we will use the 'Offset' field to bring the stitch texture up to the edge of the hems. Change the X value to 0.2 cm.
      90. Before Offset change
      90. Before Offset change
      91. After Offset change
      91. After Offset change

  6. Now select the stitches at the arm hole and the shoulder. You can select all those stitches using the selection rectangle, simply draw the selection rectangle around the shoulders and arm holes.
    92. Selection rectangle for multiple selection
    92. Selection rectangle for multiple selection
    93. Selected stitches are highlighted in red
    93. Selected stitches are highlighted in red

  7. Click on the 'Shader' tab.
  8. From the Texture Editor, click on the black arrow next to the Texture 1. This will launch the 'open file' dialog.
  9. Select the file 'Flatlock.png'.
  10. View the result at the 3D Model window. At this point you cannot see the stitch. To fix that follow next steps:
    1. On '3D properties' window, Stitch properties is on while the stitches are still selected.
    2. On the Width field raise the value to 1 cm.
  11. Now let's assume that the side seams and under arms seams should be internal and cannot be seen. That means that their width should be 0.
  12. Select the side seam
  13. On '3D properties' window lower the width value to 0.
  14. View the result on '3D Model' window.
  15. As you must have noticed the stitches are yellow colored. Let's change that to black.
  16. Select all the stitches by dragging the selection rectangle around all the pieces.
  17. On 'Shader' window on the 'Material Editor' section, click on the black arrow next to the 'Color' field. This will launch the color tablet.
  18. Select the black color.


  • The Shirt is done!
    94. The Shirt is done!
    94. The Shirt is done!

[edit] Saving

  • As mentioned above, the end products of this tutorial are :
  1. Three dimensional image of the T-Shirt (CLT).
  2. Fully dressed mannequin (MOD)
  3. Snapshot of our model dressed with trousers and T-Shirt (JPG).


  • The CLT format is basically a three dimensional image of your product, it provides a graphical collaboration tool for all involved in the product development process. Saving in clt format will allow 3D view of the product without having to install OptiTex, which means that you will be able to send the 3D image integrated with Excel spec sheet to your production providers, share the 3D image with co-workers via e-mail so they could view the product in their web browser and integrate the 3D image within business and marketing presentations.
To save the outfit in clt format select 'Save Model' from the 3D toolbar. Save as type 'Cloth Files (*.clt).
95. Save Cloth File
95. Save Cloth File

After saving you can now double-click the file and view your new-born in your default browser. 3D Navigation in the browser is the same as in OptiTex 3D viewer.
96. View CLT in Microsoft Internet Explorer
96. View CLT in Microsoft Internet Explorer

  • Saving as MOD will produce a three dimensional image of our model with the clothes we simulated. The advantages of saving as mod file are basically similar to those mentioned above regarding to saving as clt, only the mod format keeps the model together with the simulated garment. You can use it, for instance, to save a model dressed with trousers and then simulate several tops to match the pants.

To save the model together with the outfit follow this link: Saving Model

  • To produce a snapshot of the scene in OptiTex 3D viewer first navigate the 3D viewer to match your needs in terms of frame (you can alter the window size), composition and background and then select the 'Snapshot' command from the 3D toolbar.
    97. Snapshot command
    97. Snapshot command

  • Example for snapshot taken from OptiTex 3D Viewer-
    98. Snapshot
    98. Snapshot

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