So to sum up simply at the top:
Desired outcome:
I'm trying to export a rig with very tightened up vertex groups for each body part.
When MakeHuman exports, it makes vertex groups, which for the purposes of my project, would be really helpful in automating a script to generate several isolated images of say, the head only, the upper arm only, etc.. I could export several different bodies to fbx, and write a script in blender that would hide/show each respective body part one at a time, and create a render from several directions of just that body part (for example with cameras setup on 3 planes, 8 directions each).
Problem:
However it seems to export with vertex groups that overlap a lot (i know, expected outcome for most projects but not the specific niche way I'm looking for).
Attempted solutions:
So I'm not very familiar with MakeHuman, and I'm not sure how it actually decides where to place these vertex groups. I tried grabbing the Accad skeleton, tightening up the weights to span less into other body parts, but it doesn't look like this overlap is determined by weights from my experimenting (unless the custom weights in my saved mhw file didn't apply, the skeleton debug in MakeHuman for mine seems identical to the skeleton i modified, i might not be applying the weights properly. I was kinda pulling my hair out figuring out this much, so im not sure if i successfully got my custom weights properly applied to the skeleton)
Question:
How would I be able to get more specific vertex groups from the makehuman export?
Context and Background:
Just so you know kinda what Im getting at. My hope is to automate sprite creation a bit for different body types. If I can get MakeHuman able to export with vertex groups that better isolate each body part (such as head, upper arm, lower arm, with no overlaps that would be problematic in rigging a 2d sprite), I could largely create an automated process of generating these body parts as 2d sprites from several angles (like 8 directional movement). The way MakeHuman generally exports seems novel for this, as I could create a blender script that uses these vertex groups to create seperate objects, then have it hide/show each of these body parts with a batch render to give an isolated 8 directional view of each isolated part. But doing this manually with each model seems incredibly labor intensive, and would not be worth the effort to do so many times (aiming for a character creator with selecteable body shapes for each body part). MakeHuman seemed like a novel way to do this easily in bulk, if I could simply get this one little hitch of cleanly chopped parts instead of having so much overlap that I'd have to manually trim (which for 8 directions, potentially on 3 axis, for dozens of body types, seems like an overwhelming amount of editting and trimming). The novelty of the concept essentially rests on where I could actually get these clean-cut vertex groups for each body part, which if I can't, the idea is kind of out the window
Thanks,