Announcing Valentina: Opensource Fashion Design project

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Re: Announcing Valentina: Opensource Fashion Design project

Postby brkurt » Wed Mar 05, 2014 11:12 pm

Llux wrote:A big concern for me has been compatability of file types. Import/export of patterns I have in SVG, DXF, etc in whatever software I'm using, but also if I want to send something to a (bigger) manufacturer it is expected to be in an industry file type that they can use. I know Blender has quite a capacity for different file types and I would like to see relevant file types supported in a fashion design program.


You've hit it on the head. There are professional garment programs with truly hair-raising formats. OptiTex comes to mind. Worse, these commericial packages upgrade their formats with little notice to the small business user. The MD forums are full of that sort of moaning.

For me, I choose the open-source approach because the standards are more reliable. SVG is a good example. Right now, I'm working in a custom design studio in Ubuntu 12.04 that has these programs talking to each other through the SVG format: GIMP; Blender, Inkscape; SynFig Studio (check that out sometime, it is to 2d what Blender is to 3d), Apophysis; OpenShot. There are lots more if CAD/CAM is what you need, but I can do all my creative work starting from a 2b pencil and 100 lb rag paper through a scanner, all the way to a completed video. And cheap like borscht. ;)

But...as much fun as it is design nude people, it won't pay my bills. I/we need a Valentina-type program to tie together pattern design and 3d prototyping. I purchased the Base package of Marvelous Designer for just this purpose, to see what would be necessary.
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Re: Announcing Valentina: Opensource Fashion Design project

Postby Llux » Thu Mar 06, 2014 4:27 am

Ooooo! Thank you for Synfig. I hadn't heard of that one before.

Flexibility, reliability, programs with different functions that work together, cross-platform capabilites.... it does seem to be the logical way to work.
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Re: Announcing Valentina: Opensource Fashion Design project

Postby BrassNMortar » Wed Oct 15, 2014 9:03 am

To quote Kevin Rose, this is amazing.

I'm a self-taught bespoke tailor, and my trek in this direction of thinking began in 2010.

It seems many people are conceiving of the same idea at once, and this is a good thing. I wrote about this idea in a blog post on my tailoring website:
http://brassandmortar.com/smart-bespoke ... ng-system/

I also wrote another blog post about whether patterns should be copyrightable or not:
http://brassandmortar.com/to-license-or-not-to-license/

In 2010, I came up with this idea everyone's talking about, and I started doing research on existing pattern-drafting software. I discovered Optitex and I contacted a consumer-relations rep to see if they would be interested in working with the open source community, but unfortunately they weren't. They market their proprietary software to huge industry players for thousands of dollars per license. I also recommended that they at least work with the gaming development community to help develop their physics engine. I told him, there's no industry better at analyzing 3D rendering and physics than the gaming development community. The rep hadn't even considered it and was doubtful if it would work.

I've been recently trying to drum up support and find willing and able coders to create a libre web-based platform using JavaScript and Canvas to auto-draft patterns using traditional bespoke systems, and also to create a sharing platform so the world can share each other's drafts. Here, and here. I was also about to make a new blog post on my website as a call out to developers to see if we could start creating something... but then I just discovered Valentina, and I'm really, really excited. I need to speak with this man.

The most exciting thing I see about Valentina is it does look like he's managing to implement some traditional method in calculating line distances and relations. I'm using the software a bit, but it's a bit difficult to follow along because the instructions are in need of translation improvement from Ukrainian grammar to English. That's easy enough. I'm also looking at this software without a manual, so I'm trying to learn what all the functions do without a guide. But, I know how to draft, so that's helpful, and it seems he's on the same page as I am.

Regarding use of 3D rendering, the idea of 3D body-scanning is one thing I'm very interested in developing. It would allow a tailor in Timbuktu to bespoke tailor a suit for a man in Albuquerque without ever needing to meet in person. I could see a world where someone interested in ordering a handcrafted bespoke suit walking into his local hackerspace, getting 3D scanned, and uploading his virtual mannequin to a site where patterns and drafts are shared, and tailors around the world can bid for the job. The customer could pick the tailor he wants to used after looking through the tailor's portfolio and the 3D software can give a rendered preview of what that suit would look like on him. The tailor could also use the same renderings to tinker with various fabrics, interfacings, linings, etc, and see how the weights and composure of the fibers affect the balance and hang of the fabric. 3D physics engines would need to be implemented for this to happen. Plus, in regards to gaming applications, such a custom-pattern making software would be revolutionary for designing characters for games.

So basically we're looking at a win-win situation. Plus, think of what could be done.. want to wear a costume from your favorite game and have it come out exactly as it should, to your own measurements? Cosplay heaven, man.
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Re: Announcing Valentina: Opensource Fashion Design project

Postby slspencer » Thu Dec 25, 2014 8:47 am

Valentina can export sewing patterns into 3D .obj format!

Here is Roman's post about creating a 3D sewing pattern using custom measurements:

http://valentina-project.blogspot.com/2014/12/3d.html (Translate this from Russian in your browser)

Now we need an avatar to match the sewing pattern!

Can we add some new parameters to the MakeHuman parametric modeller to make this possible?
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Re: Announcing Valentina: Opensource Fashion Design project

Postby learning » Thu Jan 08, 2015 11:53 am

Can one use the same approach for MH base mesh and convert the resulting clothing into mhclo with MakeClothes?
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Re: Announcing Valentina: Opensource Fashion Design project

Postby duststorm » Sat Jan 10, 2015 2:06 pm

slspencer wrote:Can we add some new parameters to the MakeHuman parametric modeller to make this possible?

Probably yes.
Perhaps a first start would be investigating, listing and documenting what new parameters are needed. This probably works best with a series of illustrations.
With the modeling work carefully planned, it needs to be modeled and included as a plugin in MakeHuman, but I think the initial planning can already be up to 50% of the work.
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Re: Announcing Valentina: Opensource Fashion Design project

Postby Ruvort » Thu Aug 13, 2015 7:04 pm

I am have been lurking for awhile but today decided to register to inquire on this. Has there been any progress on this project?

Thank you
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Re: Announcing Valentina: Opensource Fashion Design project

Postby joepal » Thu Aug 13, 2015 8:20 pm

Ruvort wrote:I am have been lurking for awhile but today decided to register to inquire on this. Has there been any progress on this project?

Thank you


Not on valentina + MH specifically, but we got some tutorial videos on stitching that would probably be of use if anyone wanted to pick up on it. (see 2 and 3 under clothes here: http://www.makehumancommunity.org/wiki/ ... nder_tools)
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Re: Announcing Valentina: Opensource Fashion Design project

Postby Ruvort » Mon Aug 24, 2015 12:40 pm

joepal wrote:
Ruvort wrote:I am have been lurking for awhile but today decided to register to inquire on this. Has there been any progress on this project?

Thank you


Not on valentina + MH specifically, but we got some tutorial videos on stitching that would probably be of use if anyone wanted to pick up on it. (see 2 and 3 under clothes here: http://www.makehumancommunity.org/wiki/ ... nder_tools)


Thank you. I will take a look into this
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Re: Announcing Valentina: Opensource Fashion Design project

Postby nauck » Sun Jan 10, 2016 3:13 am

I noticed that this post turned into a wall, sorry for that.
TL;DR;
* To create patterns more easily, as a Valentina user, I would like to simulate my creations during the design process
* To keep my workflow as lean as possible, as a Valentina user, I would like to avoid using other tools as much as possible
* To make this happen, as a programmer, I would like to help out


I've been using Valentina for a while and I see real great potential in it even though I understand that some people think it has a bit of a learning curve which I understand if you haven't used any parametric CAD software before.
But that is what I love so much about it: it's parametric! so for a well designed pattern you just need to enter your measurements and it will auto-adjust to a pattern that fits you.

I've tried out MD and I see some great power in being able to try out garments during the design process and I wish that would be possible in Valentina too, but as you know, it isn't... (at least not yet...)

From my point of view as a Valentina user I don't care too much about generating clothes for use in MH, using it in games/art, or using MH to change size of the clothes as other people here have discussed earlier in this and other threads.

Instead I would value:
* being able to trying out patterns on an body/avatar which has the same measurements as the pattern does in its parametric formulas,
* adjusting the measurements of the avatar and see so the pattern works in other sizes too, and
* keep as much of the garment information in the pattern files (stuff like seams, grain lines, button holes/positions and fold lines)

Optimally I would like to avoid switching between programs and include MakeHuman as a library in Valentina to configure an avatar from my measurements and then simulate the garment inside Valentina just like you do it in MD/optitex PDS/etc. but there seems to be two big problems with using MakeHuman like that:
* MakeHuman isn't designed for being used as a library and
* Model a body in MakeBody after measurements isn't really possible at the moment

And to be realistic, I think it would be great if just this workflow would be possible:

1. Create a body in MakeHuman that approximates measurements read from a Valentina measurement file (we could scratch this step to start with and just generate a body using the normal procedure)
2. Save the body and its measurements (I doubt a true 1:1 match will be possible even if we might get close)
3. Load up Valentina and start creating the pattern based on the measurements from the 3d model and add attributes for seams, bone relative positioning, etc.
4. Export the pattern in a file blender can open (would probably need to create a new format here)
5. Simulate the garment using the body MakeHuman generated in blender

If I find any problems during simulation I could just:

6. Make adjustments to the pattern in Valentina
7. Goto step number 3

And when I feel I'm done I could just chose to load my original measurements, print, and sew it (or in your case add the resulting clothes into the MakeHuman library/use it in a game or movie)


I've discussed this a bit with some people over at the Valentina community and I've poked around in- and started to commit to the Valentina's code base so I have a feeling of what needs to be done there to get this thing started.
But I haven't looked at MakeHuman's code base yet, n fact I've just cloned it, but the plan is to start reading up on the codebase and start poking around in the next couple of days.

I would like to hear what you think of the workflow above though. Does it make sense to you and do you have any ideas how to improve it? (I would like to avoid solving the wrong problem ^^)
And I think it would be good to discuss how to implement step 2 with people who know how MakeHuman works internally.

From testing out MakeHuman I get the feeling that I either need to create a new mesh or modify the mesh so it has edge loops on the places that needs to be measured, or figure out another way of measuring the 3d model.
I have a bad feeling about the first approach though. Some measurements are tricky as it measures extreme points (B3,B5,G46), follows the body just for a while (H1, M2), or depends heavily on pose (L1,2,3,4 vs L5,6,7,14 and M5 vs M10)

So I think we need to measure using another approach, some may work just by measure once, change pose, and measure again while others might need to be calculated by measuring the intersection between the body and planes (and the planes transformations might depend on extreme points for a specific area)
Or do you guys think? or do you have any other interesting ideas on how to solve this problem?
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