Creating new topologies

Discussions about MakeHuman, Blender and MPFB. It is ok to ask for general Blender support here, even if it isn't directly related to MakeHuman

Re: Creating new topologies

Postby bogdan666 » Mon Apr 29, 2019 4:18 pm

I don't understand this part:

"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)."

I've opened blender and what is the next step? What's with the exported mhx2 file? Or don't I need that?

With adding vertices I mean, if it is possible to increase the resolution of the character like it has been done with the "adult female genitalia proxy". I'd like to increase the resolution of the knee and the armpits.
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Re: Creating new topologies

Postby MTKnife » Tue Apr 30, 2019 2:27 am

Assuming you've installed the MHX2 extension in Blender, you can import MHX2, and when you do that, if you choose options (you might miss the option to choose options, if you've never done this before--it's at the bottom of the left column in the import screen, IIRC), you import the base mesh, the proxy, or both.

I'm not sure how the genitalia proxy works (other than the fact that the total number of vertices has to remain the same), but, as someone mentioned previously, the discussion on adding wings addressed this very topic, so that might be a good place to start.
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Re: Creating new topologies

Postby bogdan666 » Thu May 02, 2019 2:03 pm

It was really hidden :-)
It seams as Elvaerwyn succeeded in making new proxies. I'm trying them out now.
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Re: Creating new topologies

Postby ashu31 » Sat May 25, 2019 8:26 am

Informative thread..!!!
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Re: Creating new topologies

Postby MTKnife » Sat May 25, 2019 7:59 pm

bogdan666 wrote:It was really hidden :-)
It seams as Elvaerwyn succeeded in making new proxies. I'm trying them out now.


Those proxies, while impressive, appear to be a little off, and skin shows through clothes in places. I suspect they used the Average Female helper as a base rather then exporting an otherwise default model with the sliders at 100% on "female" and "Caucasian", but they haven't yet answered after I asked about it.
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Re: Creating new topologies

Postby bogdan666 » Sun Jan 19, 2020 3:44 pm

After having learned how to reweight characters I would like to go back to creating new topologies, which still remains a mystery.

Let's assume I've loaded a mhx as proxy into blender 2.79. What are the next steps, if I want to make a proxy topology out of it.

In the MakeClothes tab, while my mesh is selected: The button "create vertex" groups does nothing and the button "make clothes" throws some errors.
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