R45k0ln1k0w wrote:Very nice. I have been thinking about doing something like that myself. How does the MakeCloth plugin actually work? It seems that it could also be used as some Kind of autorigging tool. This would be quite interesting since makehuman also contains a ue4 rig.
I did a quick test with my extreme low poly proxy, and the rig I tested worked straight out of the box after an export from MakeHuman. I didn't have to do anything specific.
Ok, with 168 faces, there's not a whole lot to do about weight painting, but still.
The MakeClothes plugin basically just loads the base mesh and then matches a second mesh vertex by vertex in order to figure out which vertex in the clothing is nearest to which vertex in the base mesh. Then it writes a mapping file (.mhclo) so that the clothes deform along the body. Same principle with the proxy.
For MakeClothes, I recommend the VScorpianC tutorial for a thorough introduction. See
http://www.makehumancommunity.org/wiki/ ... nder_tools. The documentation is a bit non-existing on MakeHuman's side since the doc system got exiled from the official homepage (it's still in the process of being ported to the wiki).