I haven't tried that--exporting via MHX2 might be the right way to generate a better target; I might also be able to generate a better proxy by applying the "Adult female genitalia" proxy before exporting; that's a pretty abstruse workflow, though. (Fitting clothes doesn't do me any good, but that at least verifies there are no problems with the exported object).
More info on the original problem....Here are pictures of the differences I mentioned:
- Screenshot (12).png (58.7 KiB) Viewed 8361 times
- Screenshot (13).png (56.48 KiB) Viewed 8361 times
The problem around the armpit may be hard to see....It's more obvious when you have a model loaded up and can switch between the proxies with a button press.
One more thing: I noticed, looking through the PROXY and OBJ files, that the coordinates for the new and old proxies are completely different, even though they look exactly the same loaded into Blender. I figured, however, that, even with different coordinates, I could copy the UV map (that appears to be the lines starting "vt" and "f" in the OBJ file), so long as the vertices (actually, in the OBJ file, the faces) are in the same order...and apparently they aren't. Actually, the result you get is not unlike what I got with the target creation experiment I posted a screenshot of in my last post: I think the problem with MakeTarget, in this case, is that the vertices/faces of the imported object don't match those of the "Average Female" target. The result is that you have the weird visual effect that results from Blender forming faces from sets of vertices that are in different parts of the model.
To answer an earlier question of yours, yes, you can transfer a UV map between objects in Blender--but only if they've got the same set of vertices (I don't recall for sure if the vertices have to be in the same places, but if the vertices are were in the wrong order, the result would be garbage in any case)....So that won't help me here.