fake_Person wrote:maybe you can send a picture. pls I've never had this problem before
fake_Person wrote:you could go to edit mode press alt+z and delete have of the humans verities. and got to modifier tap and use x modifier. and your done. i use this on all my clothing's I made... (but non have reached the the makehuman surface because non re very good nor ready yet
punkduck wrote:Hi
Well it does not really work, although I corrected some targets in MakeHuman in the new version.
Especially for proxies the vertices of one side will not follow exactly the same vertices of the standard body on the other side.
I always have this problem (also in Blender itself). So I tried something different. After a mesh is completed I save a mirror table.
It also works for MakeHuman because I noticed that the vertex-numbers used with export are always identical.
So workflow would be:
Typically export a standard mesh (or proxy) which is normally symmetrical when unchanged and create the mirror table with that one.
After that use this table for the other exports to correct them in blender.
For the standard body you will find such a table in the blender tools (it is part of maketarget).
this one: https://github.com/makehumancommunity/community-plugins-maketarget/blob/master/maketarget/data/hm08.mirror
I started with cli function on my linux box to do this, but meanwhile I wrote blender plugins for 2.79 and 2.8x.
https://github.com/black-punkduck/MakeHuman-Helpers
Some documentation here, how to do the table etc.
I work with this plugin for weighting, symmetry, shape keys etc, ... last function I added was to re-calculate (normalize) shapekeys to 0-1 to work with e.g. Unreal Engine. (not yet documented),
https://github.com/black-punkduck/MakeHuman-Helpers/wiki/blender279weightplugin.md
The latest character I created has a new weighting, symmetrical no-volume groups, shape-keys etc. For me that is easier. I often accidentally destroy blender topology but with that simple ASCII file in background it works.
Maybe it helps
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