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MakeClothes2 -- losing its mind

PostPosted: Tue Sep 01, 2020 3:47 pm
by SaltyCowdawg
Here is a simple summer dress (1970s vintage and similar to one my wife wore when we were dating) that I created in blender.

In imported the hm08-ext human mesh, copied the tights helper and the skirt helper, deleted the human and modeled away. Imported a hm08 mesh and used it to create the clothing. Here is what it looked like in blender

summer-dress-in-blender.png


Ran MakeClothes2 and here is what it looks like in MakeHuman.

summer-dress-in-makehuman.png


I seem to remember someone else running into this... what do?

Re: MakeClothes2 -- losing its mind

PostPosted: Tue Sep 01, 2020 9:39 pm
by punkduck
SaltyCowdawg wrote:Here is a simple summer dress (1970s vintage and similar to one my wife wore when we were dating) that I created in blender.

In imported the hm08-ext human mesh, copied the tights helper and the skirt helper, deleted the human and modeled away. Imported a hm08 mesh and used it to create the clothing. Here is what it looked like in blender

summer-dress-in-blender.png


Ran MakeClothes2 and here is what it looks like in MakeHuman.

summer-dress-in-makehuman.png


I seem to remember someone else running into this... what do?


It could be an apply rotation and scale problem but it could also be a wrong vertex order of the base mesh. Yes, this was the reason why added a new (and still hidden) feature. But you can easily activate it. Best way is to load the latest version of makeclothes if not already done,

Then read this text, please:
http://www.makehumancommunity.org/wiki/Documentation:ClothesV2

this section:
"Load a predefined human"

look at the lines on the yellow ground. Download the zip file and place unzipped files in the folder mentioned. After that it is a one-click action to get a prepared basemesh. That's how Elv and I work atm. Internally the chosen mesh is simply appended from a normal blend file.

I will send a PM this time. :)

Re: MakeClothes2 -- losing its mind

PostPosted: Thu Sep 10, 2020 10:03 pm
by jpujolar
Hello,

Anyone has managed to get Makeclothes2 to work within the new Blender 2.9?

Somehow the function to insert the helpers mesh seems not to work. It inserts a kind of a "zero" object. A mesh called "clothes" appears in the outliner; which even has a vertex group called HelperGeometry; but it is null and void.

Joan

Re: MakeClothes2 -- losing its mind

PostPosted: Thu Sep 10, 2020 10:06 pm
by jpujolar
Answer to SaltyCowdawg: ...I seem to remember someone else running into this... what do?[/quote]

It happened to me. My solution was to create the new clothing from scratch following this tutorial's instructions (downloading the helpers mesh and deleting whatever was not needed):

https://youtu.be/1rLmp5v2cXA

But now I find that Makeclothes2 does not seem to work in the new Blender 2.9.

Best,

Joan

Re: MakeClothes2 -- losing its mind

PostPosted: Fri Sep 11, 2020 2:44 am
by Elvaerwyn
Can you perhaps be a little more specific please, Joan? Will it not load at all or is the problem in the functionality? I have loaded it and managed to port a couple of objects thusfar since 2.9 now.

Re: MakeClothes2 -- losing its mind

PostPosted: Fri Sep 11, 2020 9:44 am
by jpujolar
Elvaerwyn wrote:Can you perhaps be a little more specific please, Joan? Will it not load at all or is the problem in the functionality? I have loaded it and managed to port a couple of objects thusfar since 2.9 now.


OK. I'll tell you exactly what I do, as it makes a short trajectory. The plugins seem to be active alright and appear on the right-hand side of Blender's layout view as usual.

I go to makehuman tab
click settings
change presets from default to MakeClothes
click load (blue feedback underneath confirming OK)
click mesh
click import human (MakeHuman is already open; I have opened it but done nothing with it). The default human figure is loaded, including polyeyes

Now I go to Makeclothes2
I click the human figure and the "extract clothes" button displays brighter
I click "extract clothes" and a small window opens
In "extract", I pick "Helpers" and then click OK.

There is half a second lapse, Blender creates a "clothes" entry in the Outliner but nothing appears
If I click the "clothes" entry in the outliner, I can see one vertex group called "Helper Geometry." But otherwise, there is only the human figure, and there is nothing underneath it, as nothing appears if I "unview" the human (click H).

I have also tried to do the same with one variation, just adding a detail: clicking "Mark as Human" before hitting "extract clothes."

Later I have realized that eyes, hair and skirt and genitals work OK. Body does not work but "tights" generates a body (all covered except head and and hands). Helpers does not work.

Re: MakeClothes2 -- losing its mind

PostPosted: Fri Sep 11, 2020 10:47 am
by Aranuvir
It seems that extracting all helpers currently fails (that's an unexpected behavior, or more precise a bug). However you can extract the helpers on your own. Simply delete the mask modifiers and extract whatever helper geometry you want.
BTW, though the helpers might be useful as a template for clothes, this is not their original purpose they were created for, and they are not necessarily the best for that use case.

Re: MakeClothes2 -- losing its mind

PostPosted: Fri Sep 11, 2020 11:04 am
by Aranuvir
Just as a side note: I've created a bug report: https://github.com/makehumancommunity/c ... /issues/12.

Re: MakeClothes2 -- losing its mind

PostPosted: Fri Sep 11, 2020 1:58 pm
by jpujolar
Aranuvir wrote:Just as a site notice, I've created a bug report: https://github.com/makehumancommunity/c ... /issues/12.


Thanks for the bug report. I am sure you have expressed it better.

Re: MakeClothes2 -- losing its mind

PostPosted: Fri Sep 11, 2020 4:37 pm
by punkduck
Hi

Although if it does not really make sense to use the full helper as a base for the clothes the software should indeed work. Normally the tights or skirt will be used in most cases. Sometimes maybe also eyelashes or eyes. Maybe tongue. But the complete helper? Nevertheless it is possible now.

So I already did the fix. There had been some problems until yesterday, It crashed blender completely, when a mesh was imported the second time, but that's also fixed. This time it was not that dangerous. You got an empty mesh. It is valid for blender but did not do much ;)


Greetings
punkduck