![]() ![]() It can be done easily by doing these steps: If you import an human this is already the base mesh. Do not use alternative topologies in MakeHuman. Be aware that the best base is an unmodified male or female mesh, because the clothes will fit most of the characters. Makehuman Plugin for Blender also can provide a base mesh. To load another human either delete the human or mark your human as clothes. The loaded mesh is automatically marked as a human. In case of a helper mesh, the parts of the mesh are assigned to different vertex-groups to allow an easy selection and use different colors.Īfter the mesh is loaded these buttons disappear, because one human is already loaded. To work with it, select a mesh and press "Import predefined human" button. When MakeClothes starts, these blend-files are scanned once and names of the objects starting with "mh_" are presented in a menu. MakeClothes contains 2 Blend-files which are placed in the "humans" sub-directory of the plugin (male.blend and female.blend). The easiest way directly supported by MakeClothes is to work with the predefined meshes. The simplest way is to load a predefined one or to use MPFB, both have some vertex-groups assigned: There are currently a few possibilities to load a human. a skirt or coat is to design the piece of cloth on the nude body and then use the helper mesh for weighting in the end. For underwear the nude body is best choice, but for a coat the helper mesh will be used. To create clothes you can create them directly on the body or on the helper mesh. So this documentation will only consider the hm08 base mesh. When the mesh is changed it must be changed in MakeHuman as well. Makeclothes is prepared to deal with other meshes as well for future versions. However, if you need more than one base mesh, all others can be marked as clothes only one human is allowed when clothes are created.it is possible to create more than one item of clothing with one human.A group of the same name must be created on the human each vertex of an item of clothing needs to be in one (and only one) vertex group.each vertex of an item of clothing uses 3 vertices on body or helper to find its position according to the human created in MakeHuman.only one material for one item of clothing is allowed in MakeHuman.sculpting or when you work with 3rd party meshes. Advantage for quads is a smoother design with a later usage of subdivision surface algorithm (smoothing). The mesh for the clothes can either be done with quads or with triangles.Makeclothes has certain limits according to the internal structure of MakeHuman Only base mesh and helper can be used to create clothes. MakeClothes uses a similar construction, since the clothes follow vertices on the helper or base mesh. These weights determine how much a bone will be followed. weighting: when a character is posed the skin but also the clothes should follow the bones.Shapekeys can be used as a special pose too. Typically these poses are created with the standard skeleton. Other poses are T-Pose or a pose which is user generated. posing: the standard "unposed" base mesh is presented in an A-Pose.clothes: clothes will be all meshes MakeClothes is able to create.This mesh cannot be used for MakeClothes. This results in a mesh with 4 times as many vertices. smoothing: MakeHuman may use smoothing on a base mesh.a different resolution or to add genitals. topologies: special case for a proxy used as a mesh for the skin.Do differentiate between a piece of cloth and an alternative mesh for the skin, the alternative mesh is called a topology. proxies: in a way all meshes projected on the body are proxies.base mesh and helper mesh: The base mesh is the standard body mesh including a helper-mesh used in MakeHuman. ![]() To understand the process, a short summary of terms used in MakeHuman: To use MakeClothes in Blender knowledge of Blender itself is needed. This also includes hair and different tongue or a new topology for the skin. The term "clothes" is not really correct, the program creates any kind of mesh which can be used for a character generated by MakeHuman. Furthermore it is able to work with the human base mesh provided by MPFB. It could be installed as a single plugin, but at least MakeSkin should be used, if the creation of material is also part of your work. MakeClothes2 is used to create clothes for MakeHuman characters. 1.13 Usage of shape keys and targets, create heels.1.5 Create simple clothes (extract from helper).1.4 Tell MakeClothes the type of the object. ![]()
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