Hi
I see that we have a disadvantage between old MakeClothes and the new one. I am not sure, either you took a fully rigged character via mhx2 export or you used the socket communicator.
In both cases the human can be fully rigged. If it has a skeleton, Blender needs as many groups as you have active bones (bones which influence parts of the body).
When you make a direct weight-transfer inside blender (the way to build clothes without MakeHuman) exactly these vertex-groups are then moved to the piece of cloth.
But that's not what you need for MakeClothes.
So best is (for a blouse) to create only one vertex-group for the blouse itself. Assign all vertices of the blouse to this group. Then select the body of the exported mesh and create an additional group called "blouse" on the body. Select all vertices under the blouse (+ at least one additional row for arms, neck and body like in the demo picture) for your blouse.
- blouse-vertex group on body
So that's the way it should work. Normally the body only needs this one group when you create a piece of cloth.
Nevertheless blender should not create a traceback error. I will use a different method now to avoid this. Thank you for the example. It would be my test scenario.
And yes ,,, we need a good tutorial and may be some predefined bodies with and without helper like in the old tool. I have some on my box, also special ones for t-pose and one with high-heels shapekey.
A blouse will work better on the helper geometry because different breast sizes will produce funny effects ... I hope for the beginning this helps. Thank you for the example.