duststorm wrote:Note that proxy files created with new versions of MakeClothes are NOT compatible with MakeHuman alpha 7
MakeHuman is designed and optimized for working with quads meshes, so it will not be possible to import triangle meshes in MakeHuman without considerable programming effort (and a loss of performance).
But you could create a quads proxymesh that you can modify into a triangle topology in a post process, for example using a blender script. Meshes exported from MakeHuman always respect a fixed vertex order so you can create 1-to-1 maps between your modified topology and the quads mesh coming from makehuman. You could drop the face data entirely and only use the vertex positions, and wrap a competely different triangle topology around it.
Thank you very much. I am already going that road and will modify the geometry in Houdini afterwards. Since the topology remains the same, i am able to do any operation procedurally afterwards.
Best regards
Johann