by Aranuvir » Sun Mar 25, 2018 3:54 pm
The vertex groups are used to bring your asset and the human mesh together. Both, the asset mesh and the human mesh must have the same vertex groups by name, except the human mesh can have the "Delete" vertex groups as an option, which will feed a face mask. Each vertex of the asset mesh must belong to exactly one of the vertex groups. On the human mesh this is not so strict. You can select only parts of the mesh or the helper geometry to be added to the vertex groups. And a vertex can belong to more than one group.
The simplest way to do so is to create three vertex groups, left, right, middle. This process can be automated. E.g. if you want to create leggings (which are symmetrical along the x axis, i.e. sagittal plane) just select the leggings and hit the "create vertex groups from selection" button, which will sort the vertices of the leggings to the left, right and middle group. Of course, you can do this by hand, too. Next, on the human mesh you will probably want to fit them to the red tights helper. So, in edit mode select the vertices of the red tights and only these vertices (!) (easiest way to do so: select by material), then hit CVGFS again. You probably should control your vertex groups after this process. BTW, hidden vertices are not considered selected.
For eyes the process should be the same (though I did not test it). Select your eyes, hit the CVGFS-button, then select the human mesh and in edit mode just select the vertices with the eye material and hit the CVGFS button again. Perhaps you need to feed the Delete vertex group, too (by hand). If this doesn't work, you will probably have to create your vertex groups completely by hand...