The clothes are meshes that can be modelled directly in Blender, or in another package and then imported into Blender as an obj file. This makes it easy to peel off one helper type at a time. The materials are ordered in the order of the vertex number. Different materials are assigned to each type of helper geometry. If, instead, the Human With Helpers button is pressed, the full MakeHuman mesh including the helper geometry is loaded. If the original character is an adult, Baby With Helpers is a good choice. To test the clothes under the strictest conditions, the human model used for testing should be quite different from the human used for clothes-making. Typically a second human is loaded on a different layer, and the quality of the clothes fitted to that character can immediately be checked in Blender. mhclo file) and fits it to the active mesh, which must be a human. This buttons loads a piece of clothing (an. This button is greyed out if the active object is not a mesh. The result of the association is saved in the file ObjectName/ObjectName.mhclo, in the default directory. Both meshes must have vertex groups with identical names, and each clothing vertex must belong to exactly one vertex group. With one human and one piece of clothing selected, create an association between clothes vertices and human triangles, i.e. This is the main entry point for the MakeClothes script.
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