Re: Makeclothes .npz file problem. [SOLVED]
Posted: Sat Nov 24, 2018 8:07 pm
MargaretToigo wrote:MakeClothes is very picky about what it will and will not process and you'll get error messages if your vertex groups aren't set up correctly, if you have mixed quads with tris (you can have all of one or the other, but not both together), if you have stray verts, or if there are ngons.
So, if MakeClothes made .mhclo and .obj files, that part worked. The .npz and .mhpxy files are made by MakeHuman when the clothing item is chosen to fit on a human.
If MakeHuman is not generating these files, check the log as there is a lot of useful information in there. And if you don't understand it, copy/paste the relevant entries and someone here will probably be able to explain what it means.
Oftentimes, the only thing that needs to be changed is the max_pole setting in the .mhclo file -- it's plain text so all you need is a text editor -- which is almost always set to 4. I have found that setting it to 8 resolves the issue of assets not compiling most of the time.
Looking at the screen grab, it appears that the clothing mesh is all quads, although there could be verts in there with more than four poles.
Once again because it bears repeating: check the logs.
When i'm using blender i am meticulous regarding double vertices, loose geometry etc i know what a pain it is. I've tried going over the model with a fine toothed comb, i've tried selecting vertices by trait, deleting any loose vertices etc and i've also been meticulous ensuring each individual vertice has been assigned to a vertex group.
Thats the reason i included the .blend file in the attachment i hoped somebody might be able to find whatever it is i'm missing.