![]() ![]() 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.
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