Glasses/Piercings - Vertex Groups

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Re: Glasses/Piercings - Vertex Groups

Postby punkduck » Sun Dec 17, 2017 8:13 pm

Last not least MakeHuman itself has no algorithm to decide, if you have taken rigid groups or not. You can see the result in the .mhclo file:

This is part of the listing of the wonder woman corsage. The first three values are numbers of 3 vertices nearby, they are different:

Code: Select all
...
material ww_corsage.mhmat
verts 0
 4107  4106  4069 0.00000 0.03376 0.96624 0.00000 -0.00199 0.01220
10728  4070  4093 0.17644 0.21666 0.60690 -0.00930 0.00178 0.04412
 4151  4154  4071 0.00000 0.02718 0.97282 0.00000 -0.00042 0.02749
 4093 10740 10728 0.96425 0.03321 0.00254 -0.00398 0.00009 0.03081
 4112  4111  4106 0.00000 0.46890 0.53110 0.00000 -0.00138 0.01091
10803 10758 10990 0.33399 0.45831 0.20770 0.00041 -0.00531 0.04417
...


In case of the shield created on rigid groups the first three vertices are always the same:

Code: Select all
...
material ww_shield.mhmat
verts 0
10090 10142 10209 -3.36347 6.42691 -2.06344 -0.34005 -0.07804 0.15023
10090 10142 10209 4.29019 -7.49274 4.20255 0.19255 0.04419 -0.08507
10090 10142 10209 -2.70723 8.02450 -4.31727 -0.27412 -0.06291 0.12111
10090 10142 10209 1.96931 -0.55304 -0.41627 0.00890 0.00204 -0.00393
10090 10142 10209 0.54931 2.59102 -2.14033 -0.07555 -0.01734 0.03338
10090 10142 10209 -0.86975 5.69955 -3.82980 -0.16028 -0.03678 0.07081
10090 10142 10209 -2.27421 8.74260 -5.46839 -0.24446 -0.05610 0.10800
...


The numbers 10090, 10142 and 10209 are exactly the vertices I selected. Unfortunately this will not avoid, that the shield will become oval when the arm is resized ...
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Re: Glasses/Piercings - Vertex Groups

Postby EWS » Mon Dec 18, 2017 9:50 pm

Thanks for the comments everyone :)
I think I understand it a lot better now. Setting the 3 vertices helps me a lot for items in and around the face.
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