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<page>
	<head>
		<title>Walking Isometric Avatars (IV)</title>
		<url>http://www.gandraxa.com/walking_isometric_avatars_part_4.xml</url>
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						<text>Home</text>
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						<text>Articles</text>
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						<url>designing_isometric_avatars.xml</url>
						<text>Designing Isometric Avatars</text>
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				</dir>
				<doc>Walking Isometric Avatars (III)</doc>
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						<url>walking_isometric_avatars_part_3.xml</url>
						<text>Walking Isometric Avatars (III)</text>
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		<author>
			<mail>
				<recipient>hg</recipient>
				<server>gandraxa.com</server>
				<name>Herbert Glarner</name>
			</mail>
		</author>
		
		<publ>
			<event>
				<eventdate><y>2007</y><m>Apr</m><d>28</d></eventdate>
				<eventtext>First published</eventtext>
			</event>
			<event>
				<eventdate><y>2011</y><m>Feb</m><d>07</d></eventdate>
				<eventtext>
					Recoded in XLM
				</eventtext>
			</event>
		</publ>

	</head>

	<toc>
		<toc1 ref="A">Point of No Return</toc1>
		<toc1 ref="B">Garment</toc1>
			<toc2 ref="B1">General Approach</toc2>
			<toc2 ref="B2">Tubetop, Miniskirt and Shoes</toc2>
			<toc2 ref="B3">Shirt, Shorts and Boots</toc2>
			<toc2 ref="B4">Midi- and Maxiskirt</toc2>
			<toc2 ref="B5">Gown, Dress and Robe</toc2>
			<toc2 ref="B6">Trousers</toc2>
			<toc2 ref="B7">Sweater, Jacket and Coat</toc2>
			<toc2 ref="B8">Hair</toc2>
	</toc>

	<abstract>
	<p><ptitle>Abstract</ptitle>
		This fourth part discusses the basic techniques to design garment, 
		to which we count also hair.</p>
	</abstract>



	<part>
		<heading id="A">Point of No Return</heading>
		<body>
			<p>This is the point of no return: be sure to be satisfied with your previous drafts 
				(legs and arms). Sleep over your work, then look at your designs critically, 
				if they really fulfill your need.</p>
			<p>If you are not satisfied to 100 percent, correct your design 
				<em>before going on</em>, as we proceed with designing the garment on what we have. 
				A later correction of any body part will also result in the adjustment of 
				<em>many</em> additional garment frames, which consequently will cost you 
				much of your precious time. You were warned.</p>
		</body>
	</part>
	<part>
		<heading id="B">Garment</heading>
		<chapter>
			<heading id="B1">General Approach</heading>
			<body>
				<p>The basic approach is to start out with garment covering only small parts 
					of an avatar's body. From there we will derive other garment by shifting 
					hemlines and elongating contour lines, possibly straigthening out 
					"too round" contours to make a particular garment appear thicker.</p>
			</body>
		</chapter>
		<chapter>
			<heading id="B2">Tubetop, Miniskirt and Shoes</heading>
			<body>
				<p>The selection of the garment mentioned in the title may seem completely
					arbitrary, but it's not: they have in common, that they do not overlap 
					each other. For this reason we can design them simultaneously. 
					However, remember to save them as individual components, in the end.</p>
				<p><ptitle>Note</ptitle> 
					The avatar's arms would hide some parts of the clothes, 
					which is why we initially omit them in our frames.</p>
				<p>Because the 
					<link loc="wiki">
						<url>http://en.wikipedia.org/wiki/Tube_top</url>
						<text>tubetop</text>
					</link> is sleeveless, it affects only parts of the trunk and such 
					it does not change in appearance between the frames. 
					This makes the design of the tubetop quite trivial: the same design 
					can be used in all frames. However, the trunk moves vertically between 
					the frames, which means, that we need to pay attention to get 
					the vertical offset right.</p>
				<p>The
					<link loc="wiki">
						<url>http://en.wikipedia.org/wiki/Miniskirt</url>
						<text>miniskirt</text>
					</link> covers parts of the legs and thus we are not as lucky here as well: 
					it must be designed individually for all frames. Note, that Pixie makes 
					rather large strides, i.e. 67.2 cm. For this reason it is best to start out 
					with the frames in which the legs are separated from each other the most 
					(frames 6 and 14): the skirt must be able to extend to the given distances.  
					Assuming that our skirt is not kept in place by elasticity, 
					the same circumference must be maintained throughout all frames. 
					From this follows, that it would be wrong to design the miniskirt 
					all too tight when the legs are close together. Hence the skirt will fall 
					straight down and not directly follow the legs' contours. 
					Of course, the shorter the miniskirt is made, the less circumference 
					is needed and the tighter it can be designed.</p>
				<p>Shoes must be designed on a frame by frame basis as well. However, 
					once we have decided about their height, it's just a matter of maintaining 
					that height throughout all frames. Other than that they should follow 
					the outline of the feet (recall that a deviation of 1 pixel along an edge 
					and all its parallels translates to 2.8 cm, which would be too large 
					a gap to be justified for shoes).</p>
				<table>
					<row>
						<col>Motion</col>
						<col>Details</col>
						<col>SE</col>
						<col>NW</col>
					</row>
					<row>
						<col>Tubetop, Miniskirt and Shoes</col>
						<col>
							Frames 3-16 and 1-2<br/>
							All with 60 ms/frame<br/>
							(16.67 Hz)
						</col>
						<col>
							<img><url>img/wia_fig19_a1.gif</url><alt>Tubetop, Miniskirt and Shoes, SE</alt></img>
						</col>
						<col>
							<img><url>img/wia_fig19_a2.gif</url><alt>Tubetop, Miniskirt and Shoes, NW</alt></img>
						</col>
					</row>
				</table>
			</body>
		</chapter>
		<chapter>
			<heading id="B3">Shirt, Shorts and Boots</heading>
			<body>
				<p>The most important property of a shirt is its length, because it does 
					define the drawing order: if it's longer than the upper waist line of skirts 
					and trousers, shirts must be designed with priority, and furthermore 
					they need to follow the body's contour lines from the waist line downwards. 
					If it is to be worn <em>below</em> other short leg-covering garment, 
					like miniskirt or shorts, it in no case should be designed to be longer 
					than the hemline of such other garment. If it is to be worn <em>above</em> 
					leg-covering garment (skirts, shorts, trousers), then it may have 
					a longer length, and also a wider width. In that case it must be designed 
					later than that other garment. Note however, that when playing with the width, 
					you need to supply at least that width as well for jackets and coats. 
					If we want <em>both</em> options, we either need to follow 
					the body's contour lines, or we need to design two different kind 
					of garment.</p>
				<p>Another important property is, if the shirt has to have sleeves. 
					If not, only the trunk is affected (depending on its length possibly also 
					the legs): in most cases (if not too long) we can get away with one image 
					for all frames. But if it has sleeves, then the arms are affected as well, 
					requiring the design of 2 &#215; 16 additional frames.</p>
				<p>In our case, we keep it simple: a shirt is sleeveless 
					(i.e. it has holes for the arms), and its lower borderline is identical 
					with the upper borderline of leg-covering garment.</p>
				<p>
					<link loc="wiki">
						<url>http://en.wikipedia.org/wiki/Shorts</url>
						<text>Shorts</text>
					</link> are easier to design than a miniskirt: they follow the contour lines 
					of the legs. We just need to pay attention, that the height is maintained 
					throughout all frames.</p>
				<p>Prior to designing <em>boots</em> we need to answer a similar question 
					as with the shirt: are trousers worn above boots, or boots above trousers? 
					If the answer to this is clear in your context, then there is the freedom 
					to make the appropriate garment wider. If both shall be possible with 
					the same design, you must follow the avatar's contour lines. 
					Other than that, we again just need to pay attention to keep the upper line 
					of the boots the same within all the frames.</p>
				<table>
					<row>
						<col>Motion</col>
						<col>Details</col>
						<col>SE</col>
						<col>NW</col>
					</row>
					<row>
						<col>Shirt, Shorts and Boots</col>
						<col>
							Frames 3-16 and 1-2<br/>
							All with 60 ms/frame<br/>
							(16.67 Hz)
						</col>
						<col>
							<img><url>img/wia_fig20_a1.gif</url><alt>Shirt, Short and Boots, SE</alt></img>
						</col>
						<col>
							<img><url>img/wia_fig20_a2.gif</url><alt>Shirt, Short and Boots, NW</alt></img>
						</col>
					</row>
				</table>
			</body>
		</chapter>
		<chapter>
			<heading id="B4">Midi- and Maxiskirt</heading>
			<body>
				<p>Since we already have the upper waist line (it is the same as with 
					a miniskirt), the only thing left to do is to define the desired hemline 
					for the longer skirts. Remember, that the circumference must allow 
					for the large stride, with the consequence that there is some falling cloth 
					when the feet are close together, causing a more elliptical bottom shape 
					rather than the otherwise more straight hemlines.</p>
				<table>
					<row>
						<col>Motion</col>
						<col>Details</col>
						<col>SE</col>
						<col>NW</col>
					</row>
					<row>
						<col>Tubetop, Maxiskirt and Shoes</col>
						<col>
							Frames 3-16 and 1-2<br/>
							All with 60 ms/frame<br/>
							(16.67 Hz)
						</col>
						<col>
							<img><url>img/wia_fig21_a1.gif</url><alt>Maxiskirt, SE</alt></img>
						</col>
						<col>
							<img><url>img/wia_fig21_a2.gif</url><alt>Maxiskirt, NW</alt></img>
						</col>
					</row>
				</table>
				<p>Shown here is a
					<link loc="ext">
						<url>http://www.reference.com/browse/all/maxiskirt</url>
						<text>maxiskirt</text>
					</link>. To design a 
					<link loc="ext">
						<url>http://www.reference.com/browse/all/midiskirt</url>
						<text>midiskirt</text>
					</link> with a length between a miniskirt and a maxiskirt, 
					just define the hemline somewhat higher, 
					e.g. approx. at the middle of the calves.</p>
				<!-- (res. fig. 22) -->
			</body>
		</chapter>
		<chapter>
			<heading id="B5">Gown, Dress and Robe</heading>
			<body>
				<p>Now that we have all necessary border lines, we can play around 
					and combine different garment to form new pieces. For example is it just 
					a matter of omitting the waist line to obtain gowns etc. 
					in any already defined length.</p>
				<p>For the upper part we even have the choice between using the shirt 
					to obtain a classical dress covering the shoulders, and using a tubetop 
					(connecting the two garments appropriately) to obtain 
					a shoulder-free garment.</p>
				<p>Note, however, that such a combined garment does include <em>two</em> 
					body parts (the trunk and the legs). If it is the case, that these 
					two parts most of the time act as a single unit (as in walking, standing), 
					it is advisable to draw the garment as a single graphic only (as done here). 
					Of course, you may choose to design an individual component 
					for the upper and lower part each, if that is more convenient for you.</p>
				<p>Since the terms <em>gown</em>, <em>dress</em> and <em>robe</em> 
					are somewhat ambiguous, at least with respect to their length, 
					we define for our purposes: a gown shall have the same hemline 
					as a miniskirt, a dress' hemline then corresponds to a midiskirt 
					and a robe's to the one of a maxiskirt.</p>
				<table>
					<row>
						<col>Motion</col>
						<col>Details</col>
						<col>SE</col>
						<col>NW</col>
					</row>
					<row>
						<col>Gown, shoulders free, shoes</col>
						<col>
							Frames 3-16 and 1-2<br/>
							All with 60 ms/frame<br/>
							(16.67 Hz)
						</col>
						<col>
							<img><url>img/wia_fig23_a1.gif</url><alt>Gown, SE</alt></img>
						</col>
						<col>
							<img><url>img/wia_fig23_a2.gif</url><alt>Gown, NW</alt></img>
						</col>
					</row>
					<row>
						<col>Robe, shoulders covered, shoes</col>
						<col>
							Frames 3-16 and 1-2<br/>
							All with 60 ms/frame<br/>
							(16.67 Hz)
						</col>
						<col>
							<img><url>img/wia_fig24_a1.gif</url><alt>Robe, SE</alt></img>
						</col>
						<col>
							<img><url>img/wia_fig24_a2.gif</url><alt>Robe, NW</alt></img>
						</col>
					</row>
				</table>
				<!-- res. fig. 25 -->

			</body>
		</chapter>
		<chapter>
			<heading id="B6">Trousers</heading>
			<body>
				<p>As before, also for trousers we need to answer the question, 
					if they are to be worn above or below boots and (which) upper garment. 
					Maybe you decide to allow both, depending on circumstances: 
					in this case you either need to follow the avatar's contour lines 
					(as shown in the following animations), or you need to design 
					two different frame sets.</p>
				<table>
					<row>
						<col>Motion</col>
						<col>Details</col>
						<col>SE</col>
						<col>NW</col>
					</row>
					<row>
						<col>Trousers, Shirt and Shoes</col>
						<col>
							Frames 3-16 and 1-2<br/>
							All with 60 ms/frame<br/>
							(16.67 Hz)
						</col>
						<col>
							<img><url>img/wia_fig26_a1.gif</url><alt>Trousers, SE</alt></img>
						</col>
						<col>
							<img><url>img/wia_fig26_a2.gif</url><alt>Trousers, NW</alt></img>
						</col>
					</row>
					<row>
						<col>Trousers underneath gown and boots</col>
						<col>
							Frames 3-16 and 1-2<br/>
							All with 60 ms/frame<br/>
							(16.67 Hz)
						</col>
						<col>
							<img><url>img/wia_fig27_a1.gif</url><alt>Trousers, SE</alt></img>
						</col>
						<col>
							<img><url>img/wia_fig27_a2.gif</url><alt>Trousers, NW</alt></img>
						</col>
					</row>
				</table>
			</body>
		</chapter>
		<chapter>
			<heading id="B7">Sweater, Jacket and Coat</heading>
			<body>
				
<p>So far the avatar's clothes did not involve the arms. 
				
	There is a reason why we spared the design for this type of garment until now: 
				
	it is an absolute requirement, that the parts covering the arms are drawn 
				
	as <em>separate</em> components, because they are in different layers.</p>
				<p>This fact is important. For example, if you plan to have your avatar 
					carry any type of gear, the chance is high that parts of either arm 
					(or both) will be partially or completely obscured by a such. 
					If you do not want to take that into consideration for each frame 
					when designing such gear, the order of layers must be painstakingly 
					observed.</p>
				<p>The actual design of a sweater, jacket or coat is not too difficult: 
					the hemline must me defined, e.g. for a sweater below the waistline, 
					i.e. a few below the shirt's hemline, even a bit lower for the jacket 
					(but above the hemline for short gowns so that the latter still 
					can be seen partially), and for a coat the hemline of the long dress 
					may be used (unless you want the robe to be partially visible as well).</p>
				<p>Furthermore keep in mind, that both jackets and coats usually are made 
					from heavier materials, and thus they won't follow body outlines too well, 
					i.e. we can straighten too round curves (which leads to the desired 
					consequence, that the garment appears to be thicker). 
					To a certain extent, this applies to sweaters as well (woven fabric 
					has little elasticity).</p>
				<p>It is convenient to design all frames for the parts covering the trunk 
					and legs first, then work on a copy of these frames and add the two arms 
					(which need to be saved separately!). It should be avoided to design 
					the whole garment in one frames set with the goal of a later separation 
					in mind: such would cause the torso part to be incomplete and would 
					require later correction (at latest when the avatar is actually doing 
					something with its arm closer to the observer).</p>
				<p>The design of the body part of the actual sweater shown here is based 
					on the shirt, its hem line being lowered by 1 to 2 pixels and some 
					"added thickness" by straightening out some curves. The new hem line 
					is not low enough to interfere with the different outlines of the legs: 
					the same design can be re-used in all frames without any modification. 
					Note, that we do the design with future arms in mind: no need to leave 
					a hole for the arms in the garment's main part.</p>
				<p>Similarly, the jacket is based on the sweater, because it shall be possible 
					to wear a jacket over a sweater. The hem line was lowered once again, 
					but not enough to cause different frames. 
					Parts of the arms were made thicker.</p>
				<p>Shown in the following animated GIFs are the actual compositions 
					with all three parts.</p>
				<table>
					<row>
						<col>Motion</col>
						<col>Details</col>
						<col>SE</col>
						<col>NW</col>
					</row>
					<row>
						<col>Sweater over Shorts, Boots</col>
						<col>
							Frames 3-16 and 1-2<br/>
							All with 60 ms/frame<br/>
							(16.67 Hz)
						</col>
						<col>
							<img><url>img/wia_fig28_a1.gif</url><alt>Sweater, SE</alt></img>
						</col>
						<col>
							<img><url>img/wia_fig28_a2.gif</url><alt>Sweater, NW</alt></img>
						</col>
					</row>
					<row>
						<col>Jacket over Shorts, Boots</col>
						<col>
							Frames 3-16 and 1-2<br/>
							All with 60 ms/frame<br/>
							(16.67 Hz)
						</col>
						<col>
							<img><url>img/wia_fig29_a1.gif</url><alt>Jacket, SE</alt></img>
						</col>
						<col>
							<img><url>img/wia_fig29_a2.gif</url><alt>Jacket, NW</alt></img>
						</col>
					</row>
				</table>
				<p>To design a coat you basically extend the jacket down to the desired length. 
					Note, that the materials used for coats usually dictate a quite stiff 
					design: a coat's hemline won't be distorted much when walking.</p>
				<!-- Reserved fig. 30 (coat) -->
			</body>
		</chapter>
		<chapter>
			<heading id="B8">Hair</heading>
			<body>
				<infobox float="right" width="160">
					<boxtitle>Reminder</boxtitle>
					<body>
						
<p>The reasons to treat hair as garment were explained in article 
						
	<link loc="int">
						
		<url>components_of_isometric_avatars.xml#A7</url>
						
		<text>Components of Isometric Avatars</text>
						
	</link>, section "Interfering Clothes and hair".</p>
					</body>
				</infobox>
				<p>Hair must be designed as one of the last components, because it can affect 
					many previously designed components, including clothes. 
					For example does not too short hair fall over the avatar's shoulders, 
					covering whatever garment exists there.</p>
				<p>Long hair may interact with the front arm in an undesirable way: 
					because the front arm will cover some of the long hair, 
					it must be designed later. However, then there is the problem, 
					that the arm's shoulder will cover hair which was designed to be 
					over the shoulder. Should your design include very long hair, 
					it would be best to use 2 components for the hair: one part not covering 
					the shoulder at all, and an "extension part" in the desired length. 
					Then the proper overlay order (i.e. extension part first, 
					which may be covered by the arm, then the arm including the shoulder, 
					the shoulder possibly being covered by the hair, and ultimately the main hair) 
					will do the job.</p>
				 <p>It is best to design hair without an outline, just with the intended color. 
				 	An outline would would make the boundaries too hard and easily give the 
				 	impression, that the avatar wears a helmet.</p>
				<p>If the hair is not very short, it may be worth to vary the individual 
					frames just a bit, in order to give the hair a somewhat dynamic look when 
					the avatar is walking. However, if you do, be very moderate: just a pixel 
					here and there will do &#8210; walking at a speed of 5 km/h does not imply 
					a strong wind yet.</p>
				<table>
					<row>
						<col>Motion</col>
						<col>Details</col>
						<col>SE</col>
						<col>NW</col>
					</row>
					<row>
						<col>Hair, middle, RGB color 0x800000</col>
						<col>
							Frames 3-16 and 1-2<br/>
							All with 60 ms/frame<br/>
							(16.67 Hz)
						</col>
						<col>
							<img><url>img/wia_fig18_a1.gif</url><alt>Hair, SE</alt></img>
						</col>
						<col>
							<img><url>img/wia_fig18_a2.gif</url><alt>Hair, NW</alt></img>
						</col>
					</row>
				</table>
				<p>Above images are free to use without any restriction, 
					provided that appropriate credits are given.</p>
			</body>
		</chapter>
	</part>
</page>

