MakeClothes picks the three nearest vertices from the human (with the same group name) If there is a distortion of the clothing, this is usually caused by large offsets between the clothing and human vertices. One limitation is a clothing vertex can only belong to one group, and the other is Delete groups are for the human mesh. MakeClothes 2 changed, and is actually more flexible.Īny vertex group name or names can be used (except Delete) for the clothing, and the same names must be applied to a human/helper vertex groups. The human vertex groups were automatically created with a button click. MakeClothes version 1 used left, right, and center vertex groups for the clothing and humans objects. Any help provided would be greatly appreciated, thanks. Now, I imagine that my method is lacking in some way, though there is a dearth of information relating to proxy creation/modification, especially with regard to MakeClothes 2, so I'm struggling to find out a solution. This results in a mesh which is very messed up, this seems to be restricted to the hands, head, and feet, which may be a result of the tights helper not extending out that far though. I managed to get around this by renaming the vertex group to the helper-tights group name, and then testing it really quick in Makehuman by simply seeing how it looks as clothes before moving it over to the proxy folder and renaming the. This seems to work fine at first, however the resulting mesh only has a single vertex group that has the same name as the proxy itself, and when trying to export it, I get an error regarding no matching vertex group names in the reference human in the scene. mhclo file and then using the 'import clothes' button in the Makeclothes 2 plugin panel. I tried bringing in a proxy that already exists by copying the files, changing the proxy file extension over to a. I understand the process for creating a new proxy and even editing an existing proxy in older versions of Blender, but under the present setup, it seems to be a bit different. I've been a longtime user of both Blender and MH, though I didnt make the transition over to Blender 2.8 until very recently.
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