2. Digital bodies¶
Research & Ideation
1. Research on digital bodies
Digital bodies are transforming the fashion design and textile industries by enabling virtual garment creation, customization, and sustainable practices. Through 3D software like CLO3D and Marvelous Designer, designers can simulate garments on digital avatars, visualizing how fabrics drape, wrinkle, and fit on diverse body types. This allows for faster design iterations and reduces the need for physical samples, minimizing waste. In textiles, virtual prototyping helps designers experiment with patterns, textures, and material behavior digitally before production, streamlining processes and improving efficiency. Additionally, digital bodies facilitate personalized fashion experiences, such as virtual fitting rooms, where customers can "try on" clothes using their avatars. This shift towards digital tools is not only making fashion more inclusive and efficient but also promoting sustainability by reducing overproduction and excess fabric use.
Process of creation
I envision creating a captivating sculpture of the lower female form—legs and hips—that I can proudly display in my office. I aim to design something elegant and aesthetically striking, a piece that embodies both grace and strength. The artistry of Inshuti Art Gallery Musanze has been a profound source of inspiration for me, and I hope to channel that creativity into crafting a unique and meaningful work of art.
1st Step: Body Scanning
I was thrilled to give it a try, and my amazing colleague, Fiston, lent a hand with the scanning process. She did an excellent job! We used the Kinect 360 for Xbox, and here’s a tip: you need to move very slowly around the body, making several passes to capture it thoroughly. Unfortunately, despite our efforts, the scanned object didn’t turn out as clear as we had hoped.
Tutorial Video¶
Kiri Engine to create 3d models
Kiri Engine is a mobile app available for both Android and iOS devices. With this tool, you can easily capture objects and your environment and convert them into 3D models. Follow these simple steps to learn how to use Kiri Engine:
Step 1: Download and install Kiri Engine from the App Store or Google Play Store.
Step 2:Register and sign in to the app.
Step 3:Once signed in, click the plus sign to start capturing objects.
Step 4:You can upload images from your device's library or take photos directly within the app. To take photos, click "Take Photos" and scan the object from different angles. The more pictures you take, the better the model will be. The minimum number of pictures you need is 20, while the maximum is 200. This can be done in 2 ways: 1. Keep the object stationary and take photos around it 2. Rotate/flip the object take photos in one position. It is better to get help from someone to rotate while you take the pictures.
Step 5:After capturing, go to the "Model" section and enter the name of the model. You can select the label type and choose whether you want the model to be obj or fbx. You can also check the model quality and turn on AI object masking to mask your object outside the background.
Step 6:Click the "Upload" button to upload all the pictures to the cloud. The process of converting the object into a 3D model will then begin. A faster internet connection is recommended to get the models done quickly.
Step 7:After processing, you can now check your model. Press the "Share" button to export the model. A link will be generated that you can use to download the model. These links are active for one hour and are not restricted by the number of people who can download them.
2nd Step: Make a body using MakeHuman software
To create a mannequin, you first need a human body model. This can be acquired by downloading an existing model from online platforms, using 3D scanning technology to capture a real-life person, or generating a customizable model with software like MakeHuman.
When you open MakeHuman, it provides a default "average" human model, which can be customized using the various tabs in the "Modeling" section. You can adjust nearly every aspect of the body, such as gender, age, muscle tone, weight, height, and ethnicity (African, Asian, or Caucasian). For precise dimensions, the "Measure" tab allows you to input specific measurements, which is particularly helpful when creating realistic models for individuals who cannot be easily 3D scanned.
Under "Modeling/Measure," you can input your own body dimensions by following the instructions for categories such as neck, arms, torso, hips, legs, and ankles. Facial modeling is also possible under "Modeling/Face," though it may not be necessary if the project doesn't require a head. Once your model is complete, save it as an .obj file for use in Blender.
This time, I experimented with the expressions again in MakeHuman, a software for creating 3D human models. I’ve included images to show where to find them.
- pose / animate
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expression / list of expression
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to have more expressions: community. Don't forget to click on "synchronize" the first time.
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list of items
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choose expression and download
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the new expression appears in the list
Blender workflow for cutting the Leg part
First, I created the body model in MakeHuman, designing the character to my specifications. Once the character was ready, I exported it from MakeHuman as an OBJ file to use in Blender.
- To export from MakeHuman, I went to the export panel and selected the OBJ format. I made sure to choose the options for a clean export, including textures if needed. After exporting, I saved the file to a location where I could easily access it.
Next, I opened Blender and imported the OBJ file by going to File
> Import
> Wavefront (.obj)
and selecting the file I just exported from MakeHuman. The character appeared in Blender, ready for further modifications.
Once the model was in Blender, I positioned it so that I could clearly work on the leg section. To begin cutting the leg out, I added a cube (Shift + A
> Mesh > Cube). I scaled the cube to match the dimensions of the leg area I wanted to cut, ensuring it extended from the hips down to the feet, and positioned it accordingly.
Now, I selected the body object (the one I imported from MakeHuman) and added a Boolean modifier to it. I set the operation to Difference because I was removing the leg portion, and I selected the cube as the cutting object. Once I applied the modifier, the leg portion from the hips to the feet was subtracted from the body, leaving the upper half of the character.
At this point, I entered Edit Mode (Tab
) to clean up the geometry. The orange color indicated the selected part, showing me where the cut had been made. I carefully examined the geometry for any open edges that resulted from the cut.
To close the open area, I selected the surrounding edges and pressed F
to create a face, effectively capping the hole and ensuring the body remained solid and closed.
These images highlight the primary challenge of using the 3D scan: the model contains various cracks. To address this, I attempted to seal them by extruding a curve.
Finally, I cut the 3D model:
Here is the file to download it :
3rd Step: Slicer for Fusion 360
Slicing the 3D Body Model:
After completing the design, I exported it to Slicer for Fusion 360 to prepare it for fabrication. Given the large size of the model, which also included intricate details like the hips, I decided to use the stacked slices technique. This approach was well-suited for such a sizable and detailed design, as it ensures high resolution and precision in the final outcome. The stacked slices method allowed me to capture the complex curves and features of the hips and legs effectively, ensuring that the model maintained its structural integrity and aesthetic appeal throughout the fabrication process.
This assignment felt like climbing a mountain, with Slicer serving as a refreshing pause along the way. I enjoyed experimenting with different materials, curves, and lines during the process. The most critical technical aspect was inputting all the precise measurements, such as thickness and the desired size, to bring my vision to life.
From Slicer to CorelDRAW
From Slicer, I obtained the patterns for my 3D puzzle model.
My next steps were:
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Optimize the pieces.
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Clean up the curves to fix any holes.
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Create the PDF files for laser cutting.
Ready for the Lazer cutting
I used the PS36 Full Spectrum Laser cutter to complete my project. This machine features a 110-volt power supply and operates at a frequency of 60 Hz. It is equipped with a water cooling system, ensuring optimal performance and preventing overheating during extended use. The laser cutter utilizes a precise beam of light generated at 103.2 watts, which is directed and focused through a system of concave and convex mirrors. These mirrors allow for the accurate manipulation of the light beam to achieve detailed and intricate cuts. I uploaded the final design file to the machine, ensuring seamless execution of the cutting process.
-Open the file in the machine.
-I put the material inside it, in this case, it was cardboard 3mm.
-With the arrows, I selected the origin, that means, the place where is going to start cutting.
-Frame. It shows the area to be used for the pieces.
-With a guide piece I checked that the distance between the laser and the material is correct.
-With the help of previously made samples, I adjusted the manufacturing setting.
Datas:
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Panels dimensions: 730x430 mm
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Thinkness: 25mm
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Settings for Laser-cutting Cutting : Power 100 | Speed 20 Engraving : P20 | S2
Assembling the process
I was so eager to see how it looked that I completely forgot about the motion. Here's the motion captured from Slicer.
It wasn’t easy to understand at first, but after considerable effort and dedication, I was able to successfully build my model. Initially, I faced challenges in grasping some of the concepts and working with the tools, but I took the time to carefully analyze each step of the process. To minimize confusion while combining different elements, I started by organizing and arranging numbers systematically, which helped me maintain clarity and precision throughout the project. Overcoming the initial difficulties has been a rewarding experience, and I am excited to apply the skills I have learned in future projects.
To construct the body, I used flexible cardboard, which provided the necessary shape and structure while allowing for easy adjustments throughout the process. The flexibility of the material made it easier to mold and refine the body's form to achieve the desired appearance and proportions. I took careful measurements to ensure accuracy, cutting the cardboard precisely to fit the design requirements. Once the body structure was in place, I focused on attaching the prosthesis, taking extra care to ensure a secure. I used a small amount of glue to fasten the prosthesis, applying it strategically to avoid excess and maintain a clean finish. To reinforce the attachment, I held the pieces together firmly for a few minutes, allowing the glue to set properly and create a strong bond. Throughout the process, I paid close attention to detail, making small adjustments to ensure everything aligned perfectly. The combination of flexible cardboard and carefully applied glue resulted in a well-structured model that met my expectations in terms of both stability and aesthetics.
The mannequin resulted¶
Conclusion
This week was both intense and highly rewarding. It was particularly engaging because it aligned with my desire to develop and refine my skills with digital tools. The experience was full of new insights and practical knowledge that I can apply in my future projects.
One of the most interesting aspects was learning how to move from a virtual environment to the physical world. This transition opened up a whole new realm of possibilities for my work. I also enjoy exploring the relationship between the body and performance, and this week allowed me to question and expand on these concepts in a meaningful way. For me, this made the week not only important but also deeply inspiring.
I’m thrilled to have discovered all these new opportunities and perspectives, and I’m eager to continue experimenting with the software and techniques I encountered. I believe these tools and methods will help me push the boundaries of my work and reach new heights in my creative exploration.
Useful links