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Creating new topologies

PostPosted: Tue Apr 23, 2019 2:55 pm
by bogdan666
What is the workflow for creating new topologies, esp. if I want to change one of the existing topologies like the "adult_female_genitalia" one.
Is it possible? Can anyone answer this question?
Do I have to import the corresponding obj file from the "proxymeshes" folder?
And what to do then in blender? MakeClothes doesn't seem to recognize the imported mesh as a human base mesh.
Many thx in advance.

Re: Creating new topologies

PostPosted: Tue Apr 23, 2019 11:29 pm
by Elvaerwyn
the .proxy cannot be called by makeclothes for editing, change the .proxy to .mhclo and then call it with makeclothes under test clothes while targeting a makeclothes base mesh.

Re: Creating new topologies

PostPosted: Wed Apr 24, 2019 11:53 am
by bogdan666
Does it make a difference if I load an "Average Female" instead of "Base Mesh"?

Re: Creating new topologies

PostPosted: Wed Apr 24, 2019 8:07 pm
by Elvaerwyn
In this case the female base mesh is the preferred yes.

Re: Creating new topologies

PostPosted: Thu Apr 25, 2019 3:00 am
by MTKnife
I vaguely remember (having created a version of the topology in question) that there's something quirky you have to do in the final step in order to get the topology to work right with all models. Can anyone refresh my memory?

Oh, and I think you can import it as an "OBJ" file as well, as long as you use Makeclothes to export it.

Re: Creating new topologies

PostPosted: Fri Apr 26, 2019 5:03 am
by joepal
Technically, there isn't much difference between clothes and proxies. They are the same file format and have the same workflow. Proxies just have a different file extension. Just think of a proxy as a piece of clothing that covers the entire body.

The cumbersome steps are making the UV layout fit existing skins, renaming the *.mhclo file to *.proxy, and putting all the relevant files under data/proxymeshes

Re: Creating new topologies

PostPosted: Sat Apr 27, 2019 4:53 am
by MTKnife
Now I remember....There was something about needing to use the Caucasian female rather than the Average Female. I can't recall the details, however. Anyone?


EDIT:

I found the thread in question, and this post specifically gives the procedure for loading up a proper proxy. Note that you can't just load up an existing proxy and edit it; instead, you have have to apply an existing proxy to a model with the "Race" slider all the way to "Caucasian", and the "Sex" slider set all the way to "Male" or "Female" (if your proxy is sex-specific), export that through MHX2, and then edit that:

viewtopic.php?f=15&t=14671&start=10#p40552

Re: Creating new topologies

PostPosted: Sat Apr 27, 2019 1:13 pm
by joepal
Without having tested this, I think you could also export a character via the new blender integration and use that unmodified as a base mesh. This should be equivalent of importing a raw base mesh and then applying the same targets as were applied in MH.

Re: Creating new topologies

PostPosted: Sat Apr 27, 2019 3:50 pm
by bogdan666
Now I'm a little bit confused, because the linked threads don't state what to do in what order:

Let's assume I'm going the "mhx2" route in order to create a custom proxy/topology with additional vertrices:

I've exported a mesh from MH (full female, adult female genitalia proxy, full caucasian, default armature) as mhx2 and imported it into blender.
What would be the next step? How many body meshes do I need on the scene? Should I load another mesh?

Re: Creating new topologies

PostPosted: Sun Apr 28, 2019 4:29 am
by MTKnife
OK, first off, before you export the character, make sure you apply the proxy topology that you want to base your new topology on--probably the "Adult Female Genitalia (new) (HEALED)", preferably with my UV remap (see http://www.makehumancommunity.org/proxy ... ealed.html for instructions on making this change). You also want to set the sliders to full Caucasian and (in this case) full female; don't touch anything else (the armature shouldn't matter for this, but it's not gonna hurt anything, either). Then export through MHX2. From your description, the above is exactly what you've done (or close to it, depending on which proxy you used). (But joepal's method may also work--no one has tried it yet, so if it does, let us know!)

When you import into Blender, you should only need to import the proxy, not the base mesh. Once you've made your changes, save using MakeClothes, with the Average Female (and no helpers).

The one thing I don't understand is your remark about adding vertices: you can't add vertices to a proxy, by the nature of the beast, though I'm aware there's been at least one detailed discussion on how to get around this limitation.