2/12/2024 0 Comments Makehuman clothesYou will see a button that says “Base Mesh”. Under Make Clothes there are a lot of confusing options. Click on the triangle (if it isn’t open).ħ. Delete it (right click on the cube in the scene view over to the top/right).Ħ. There will be three folders, makeclothes, maketarget, and makewalk.Ĥ. Move the MakeHuman’s Blender plugins to /Users/YOUR_NAME/Library/Application Support/Blender//scripts/addons Download MakeHuman (using version 1.1.0)ģ. 1.4 Tell MakeClothes the type of the object.Use Cheetah3D to create MakeHuman ClothesĢ.1.13 Usage of shape keys and targets, create heels.1.5 Create simple clothes (extract from helper). MakeClothes2 is used to create clothes for MakeHuman characters. 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. Furthermore it is able to work with the human base mesh provided by MPFB. The term "clothes" is not really correct, the program creates any kind of mesh which can be used for a character generated by MakeHuman. ![]() This also includes hair and different tongue or a new topology for the skin. 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. 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. smoothing: MakeHuman may use smoothing on a base mesh.a different resolution or to add genitals. This results in a mesh with 4 times as many vertices. 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. Other poses are T-Pose or a pose which is user generated. Typically these poses are created with the standard skeleton. 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. These weights determine how much a bone will be followed. MakeClothes uses a similar construction, since the clothes follow vertices on the helper or base mesh. 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. Advantage for quads is a smoother design with a later usage of subdivision surface algorithm (smoothing). ![]() However, if you need more than one base mesh, all others can be marked as clothes only one human is allowed when clothes are 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.Įach 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. Makeclothes is prepared to deal with other meshes as well for future versions. When the mesh is changed it must be changed in MakeHuman as well. So this documentation will only consider the hm08 base mesh. To create clothes you can create them directly on the body or on the helper mesh. For underwear the nude body is best choice, but for a coat the helper mesh will be used. ![]() 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. 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. The easiest way directly supported by MakeClothes is to work with the predefined meshes.
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