The QuickDress is built with quite large polygons - that's one of the things
that makes it quick. This will mean that you will lose some resolution in
the cloth room, because the coarse polygon size won't give the simulation much
to work with. You may want to subdivide the faces. Anim8or can do this, and so
can later versions of UV Mapper Professional if you have that. This will result
in smoother folds and creases, but the cloth simulation will take longer to
calculate.
If you follow the cloth room tutorial, linked below, the illustrations given
there use an un-subdivided mesh; so you can see it will work, but maybe not as
well as it could. It's up to you.
If you've done anything more than the most basic operations on the mesh,
then a new UV map will be necessary. The QuickDress has a simple mapping
applied, but any polygons that you added with Anim8or won't have UV
coordinates and hence won't accept textures; that will look very strange,
to say the least.
Fortunately, UV mapping is now a whole lot easier than it used to be.
Just have a look at my UV mapping tutorial.
You can get everything you need for free, and you may end up actually
enjoying UV mapping. Or maybe it's just me. :)
As I mentioned in the introduction, you have a choice now. You can go to
the cloth room and make dynamic clothing out of your new mesh; this is the
recommended route, assuming you have Poser 5 or higher. It's realistic, and
you don't need to delve into the technicalities of the set-up room, CR2s
and what have you.
Not tried the cloth room before? See
Morphography's Bare Bones Cloth Room Tutorial
- it's not as difficult as you may have thought, and when you see the
results, you won't look back.
On the other hand, if you're making clothing for use in Poser 4, or maybe
Pro Pack, it will have to be conforming. Pro Pack owners can use the set-up
room, but I know nothing about that, sorry. If you're happy with the nuts
and bolts of Poser, then jump into the
Introduction to Modelling Tutorial - if you
want, start at step 6,
UV Mapping and More and take it from there.