![]() Create Vertex Groups From Selection: MakeClothes uses vertex groups to control the fitting.(MakeHuman normally detects the items accurately, but in the event of an error, you can click the button to change the mesh type so that it is treated as a clothing item instead of human if it is a clothing item and incorrectly detected). This button displays the mesh type (Human/Clothing) of the active mesh and is greyed out if the active object is not a mesh. Mesh Type: MakeClothes divides meshes into two types: human and clothing.The image (right) shows the result of pressing "Load Human Mesh", with type set to Base Mesh.Ī human mesh is loaded into the viewport, and more tools are enabled: It is important to note that no alterations should be made to the base mesh type after it is loaded otherwise the script will fail. Note:"helpers" in MakeHuman are a type of special, invisible geometry over the base mesh which can be loaded to help model clothes, for example, a helper sweater, helper tights, etc. Load Human mesh: the button to load the selected type into the scene.Average Baby with Helpers: A caucasian young baby.Average Childwith Helpers: A caucasian young child.Average Female with Helpers: A caucasian young female.Average Male with Helpers: A caucasian young male.Base Mesh with Helpers: The MakeHuman mesh without any targets applied.Average Child: A caucasian young child.Average Female: A caucasian young female.Base Mesh: The MakeHuman mesh without any targets applied.Type: Specifies the character to be used as a reference.The file should then be saved in the same folder as the other assets and the extension changed to. The thumbnail icon can be created with any image editing program as a 128 x128 pixel image in. ![]() ![]() The one additional, useful but not essential, item that the user must supply is a thumbnail icon for the clothing. This folder will be populated with the assets necessary to make the item available in MakeHuman. That folder will assume the unique name that the user provides for the clothing item. ![]() Upon completing the MakeClothes workflow, a new folder will be created by the tool within your HOME/makehuman/v1/data/clothes. Second, it is important to know that MakeClothes supports only one material per item of clothing. First, the algorithm for mapping a clothing mesh to the human mesh requires that the clothing mesh consists entirely of quad faces. When designing and modeling a clothing item, there are two restrictions that should be kept in mind. For example, clothing can be modeled from scratch, or by altering either the human mesh or the “clothing helpers” (see below) provided by the MakeClothes tool. Clothes can be modeled using any technique that is natural. By using this, you can download assets from within MakeHuman instead of doing so manually.MakeClothes, as its name implies, is a Blender addon that is used to construct clothing assets for use in the MakeHuman program. If you plan to download many clothes, it's probably more convenient to do so via the "community assets" plugin found in the community-plugins repository. If an asset is broken or if you want to nominate an asset for "community favorite", you can use the tag request system to request that a moderator tag the item. If you rather browse by thumbnail, there is also a thumbnail gallery.Ĭlick here if you want to upload new clothes. If you do not have a forum account, go here and click "register". You can log in using your forum username and password. ![]() In order to comment contributions or upload new items you need to be logged in. New users may be interested in the MakeClothes tutorial by VscorpianC. If you wish more information on clothes (including on how to create them), take a look in the wiki (particularly the FAQ on how to install clothes). Note that they are not created, nor endorsed, by the MakeHuman crew. These are user contributed clothes for MakeHuman. ![]()
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