Elvaerwyn wrote:Nice hair! There is a problem with exporting the tri meshes to makehuman that can be resolved by simply changing the mhclo file...in this case I changed it as follows:
from:
max_pole 19
to:
max_pole 38
Tri meshes can work just fine yes. And this mesh had no nygons and was a pure tri mesh.
Its true you need to limit the material to one, and use the uv to create a texture for makehuman.
I unwrapped it very bad, simply hit u twice and rolled with that for proof of concept.
The hair was not associated with the dummy so i did so but used *hair to create the association as this hair fits very close to head. This allowed the mesh to export properly but as per norm with tri mesh would not load in makehuman. At this point i simply edited the mhclo file accordingly and up it loaded to makehuman.
Good luck with your work on this very nice hair mesh.
Elv
But how did you get it to work in the first place?
I saw your post and RobBaer's about how a mesh can work if it's ALL tris or ALL quads, but not if it has a combination of both, so I had to try it.
But I got the same results as pratt described in the OP, no error messages, but no result, either.
I was able to export the crude material I made using the "Export Material Only" button, but clicking on MakeClothes didn't even make a .mhmat file, just an empty folder.
Then I downloaded your .zip file and after a bit of straining it compiled in MakeHuman, probably because you'd already edited the .mhclo file.
The thing that's intriguing here is the all-tris mesh and how MakeClothes made "clothes" out of it, which were then readable in MakeHuman with one edit to the max_pole parameter.