Makeclothes_experimentation

A place for unofficial tutorials posted by MH users

Moderator: joepal

Makeclothes_experimentation

Postby Marco_105 » Tue Jan 17, 2017 7:05 am

To benefit the process of Makeclothes addon in BL you could find some advise below:

Testing the process with Average female and a boots assets.
Boots.PNG

We did the process as suggest in documentation
http://www.makehumancommunity.org/wiki/ ... on:Clothes
Binding_human.PNG

Now back in MH to fit assets on models:
Capture.PNG

We got that...
Capture01.PNG
User avatar
Marco_105
 
Posts: 212
Joined: Sat Mar 08, 2014 3:52 pm

Re: Makeclothes_experimentation

Postby Marco_105 » Tue Jan 17, 2017 7:34 am

As explain in the documentation we could improve the binding process, like that:
First we load the Average female with helpers (or this one you need !)
Human_Helpers.PNG

Go in Edit Mode, select 'Tights' in MC panel (open properties >N)
select_tights.PNG

With the selected vertices >Shift+H
select_tights02.PNG

Hit 'Create vertex groups from selection'
Create_Vgroup.PNG
Create_Vgroup.PNG (153.67 KiB) Viewed 9994 times

If you need to add some vertices on Delete group you have to put them on the body part, so hit 'Select body' in MC panel then >Shift+H, >A to deselect all and pick up vertices you need.
Delete groups.PNG
Delete groups.PNG (68.87 KiB) Viewed 9994 times

Assign vertices to Delete group rely with body:
Add delete.PNG
Add delete.PNG (7.82 KiB) Viewed 9994 times

Exit Edit Mode, select boots and Average female with hekpers objects, do the binding process with hit Make Clothes button from MC panel.
Make_good_binding.PNG
Make_good_binding.PNG (14 KiB) Viewed 9994 times

Back to MH
Boots_good_binding.PNG

Conclusion: the binding process is improved when made by interfaced helpers !
User avatar
Marco_105
 
Posts: 212
Joined: Sat Mar 08, 2014 3:52 pm

Re: Makeclothes_experimentation

Postby Aranuvir » Tue Jan 17, 2017 8:40 am

For the automatic vertex group creation it is enough to select the vertices you want to create your vgs on. You do not need to hide the other vertices.

Sometimes it is even better to create vgs manually (then do not hit the 'create vertex groups' button !). Let's say you want tight fitting stockings. In this case the vgs should be created on the body mesh rather than on the helpers. But you will get problems with the feet as mentioned above. In this case I'd create four vgs by hand: left and righ leg and left an right foot. All the vgs must exist on the clothes you are creating and on the base mesh, except the 'Delete' group (all other vgs must be removed and, IIRC, the vgs are case sensitive!). Each vertex of the clothes must belong to one and only one of those vgs. On the base mesh you're quite free with vertex assignment: You do not have to assign all vertices and one vertex can belong to more than one vg, if this makes sense. So, for the stockings I would create vgs for the legs on the body mesh and for the feet on the red colored helpers. Be very careful with the vertex assignment and avoid 'polluting' your vgs with unwanted vertices.

The tutorials are - unfortunately - incomplete. Writing good tutorials is plenty of work. And most of us are not native speakers.
Aranuvir
 
Posts: 1314
Joined: Sun Oct 12, 2014 2:12 pm

Re: Makeclothes_experimentation

Postby Marco_105 » Tue Jan 17, 2017 12:13 pm

First it's not incomplete it's starting point, experimentation could mean sth in your country ?
Second this sample work perfectly I test it with some assets... also pay some attention with few text in this post because unfortunatly I didn't speak about automatic vertex group but precisely the opposite !
Last at least be agree with yourself REF viewtopic.php?f=9&t=13930 !

Explanation with ton of industrial text are borring all time... ;)
User avatar
Marco_105
 
Posts: 212
Joined: Sat Mar 08, 2014 3:52 pm

Re: Makeclothes_experimentation

Postby Aranuvir » Tue Jan 17, 2017 12:38 pm

Marco_105 wrote:First it's not incomplete it's starting point, experimentation could mean sth in your country ?
Second this sample work perfectly I test it with some assets... also pay some attention with few text in this post because unfortunatly I didn't speak about automatic vertex group but precisely the opposite !
Last at least be agree with yourself REF viewtopic.php?f=9&t=13930 !

Explanation with ton of industrial text are borring all time... ;)


Not sure if someone got something wrong here. My last words were about these tutorials: http://www.makehumancommunity.org/wiki/ ... akeClothes
Aranuvir
 
Posts: 1314
Joined: Sun Oct 12, 2014 2:12 pm

Re: Makeclothes_experimentation

Postby punkduck » Tue Jan 17, 2017 9:22 pm

Okay ...

so in this case it was the same problem like with breast region of the female characters --- without the helpers you get really weird things except you are doing lingerie or stockings.

So forget about the rigid groups, because when it works fine, then everything is okay.

Btw.: I was not aware that the legs for these boots were "shortened" to create the heel, because I simply never tried them. For my shoes you see that I had done another method (see other thread you've started).

As far as I know: if a character wears heels, he is taller normally :lol: (but for these boots with the small heels it does really not matter, but do not try to shorten the lower leg, when you are creating 15cm heels ).

And for documentation: well you normally need both, a simple version with pictures for the users who do not want to read 100 man-pages. But then you also need a technical detailed one for weirdos like me ... otherwise I've to read the code to understand how things are working.
User avatar
punkduck
 
Posts: 1218
Joined: Mon Oct 17, 2016 7:24 pm
Location: Nuremberg, Germany

Re: Makeclothes_experimentation

Postby loki1950 » Tue Jan 17, 2017 11:03 pm

But then you also need a technical detailed one for weirdos like me ... otherwise I've to read the code to understand how things are working.


Nah just normal behaviour for us geeky types :ugeek:

Enjoy the Choice :)
my box::HP Envy i5-6400 @2Q70GHzx4 8 Gb ram/1 Tb(Win10 64)/3 Tb Mint 19.2/GTX745 4Gb acer S243HL K222HQL
Q8200/Asus P5QDLX/8 Gb ram/WD 2Tb 2-500 G HD/GF GT640 2Gb Mint 17.3 64 bit Win 10 32 bit acer and Lenovo Ideapad 320-15ABR Win 10/Mint 19
User avatar
loki1950
 
Posts: 1219
Joined: Thu Dec 18, 2014 6:27 pm
Location: Ottawa,Ontario

Re: Makeclothes_experimentation

Postby Marco_105 » Wed Jan 18, 2017 5:00 am

You think rigid groups are the ultimate answer? What happens when you give a pose to the model?
Lots of other things don't work as they should be... custom target for example don't work with clothes binding and the body go through... so it's life !

I see in the doc a specific part for refund documentation : http://www.makehumancommunity.org/wiki/ ... umentation

My opinion is to give a maximum possibility to Makeclothes to be useful for most of people, maybe it's a bad idea, so forget it !
User avatar
Marco_105
 
Posts: 212
Joined: Sat Mar 08, 2014 3:52 pm

Re: Makeclothes_experimentation

Postby RobBaer » Wed Jan 18, 2017 8:12 pm

Marco_105. You should be able to edit the documentation Wiki directly if you wish to make a contribution.
User avatar
RobBaer
 
Posts: 1209
Joined: Sat Jul 13, 2013 3:30 pm
Location: Kirksville, MO USA

Re: Makeclothes_experimentation

Postby punkduck » Wed Jan 18, 2017 11:02 pm

Marco_105 wrote:You think rigid groups are the ultimate answer? What happens when you give a pose to the model?
Lots of other things don't work as they should be... custom target for example don't work with clothes binding and the body go through... so it's life !

I see in the doc a specific part for refund documentation : http://www.makehumancommunity.org/wiki/ ... umentation

My opinion is to give a maximum possibility to Makeclothes to be useful for most of people, maybe it's a bad idea, so forget it !


No it is not a bad idea. If something is written in a way that is only understood by specialists, then only a few people are using it. So if you think something is missing, you are able to add it.

As I wrote: forget about the rigid groups in this case! The helpers are designed for this purpose. The joke is: I know about the helper (because of the breast) but I didn't take it for the shoes. So before uploading my heels I will also try the helpers and see what the difference is to the rigid groups. Posing seems to work, when you use the skeleton without toes. But of course here we have a funny problem: try to pose the small toe in a closed shoe, a shoe may bend in the middle in reality that's all. For half-rigid things like boots MH must do a compromise anyway.

In general using rigid groups: It depends on the piece of cloth. Sometimes it makes sense, sometimes not.

Of course you always must be careful when you use rigid groups. But there are sometimes good reasons for the use: e.g. the bandeau bikini slip has about 6 of them for the small pyramids. These pyramids will be ugly deformed without the use of the groups. And even if the geometry disappaers in the character (you can achieve it by taking my winter coat and bend the character forward, the buckle will disappear in the body), it is simple to move the part around in Blender, but it is complicated to recreate it. When I created the coat first I was not aware of the groups. So I threw away the misformed buckle and created a new one after the import and assign it to the spine-bones manually.
User avatar
punkduck
 
Posts: 1218
Joined: Mon Oct 17, 2016 7:24 pm
Location: Nuremberg, Germany

Next

Return to Tutorials

Who is online

Users browsing this forum: No registered users and 1 guest