MatCreator wrote:Hello all. I got off on a good start, was doing ok making stuff and had to step back to fix my system (had to flush hdds). getting back into the swing of things and just having figured out how to use the "delete group" to hide body parts under the clothing mesh, im getting new problems of course and need some help and advice.
i had to start from scratch, so im just on the bodysuit for now. my first attempts i noticed some type of "fragmenting", or jaggedness that would appear on the mesh. just for future knowledge, is there some type of known issue with normals when going between outside 3d programs, blender and makehuman?!? it seemed changing the uv mapping alleviates those problems, but i want to be aware of what to look out for, while i changed the mapping, didnt seem like anything was wrong with it in the first place.
and my second question is what can we do in the modeling side to avoid tears in the cloth when the figure is posed?
Well in blender you should of course recalculate the normals in then end. When you e.g. mirror parts of the mesh they always need to be recalculated etc. Sometimes it is necessary to show the normals and check them manually in blender (especially for hair-meshes). But in case of a bodysuit it is a "closed mesh" and therefore normals can be automatically recalculated.
So yes normals can result in artifacts. Because you can see the backside of a piece of cloth in MakeHuman. But there is a method to check if it is wrong in your case. Use the material editor in MakeHuman and toggle "backface culling". This is made especially for one-layer meshes (like a skirt or hair) but you can also check if a closed mesh has bugs. If the effect goes away it was a face presented it a different direction. UV mapping cannot change btw. the values are simply constant coordinates in a 2d plane. But the effect of a backface looks similar to your example. Proof is, when you export it to blender again, they are still in place
About modeling limits you can check the documents, the limits of intersection + delete group you will find here. Some rules of thumb are mentioned:
http://www.makehumancommunity.org/wiki/Documentation:MakeClothes_Delete-GroupsWhen you really have problems that e.g a vertex follows the wrong part (leg in your case), you can assign more than one vertex group. Here is an example about sleeves and arms:
http://www.makehumancommunity.org/wiki/Documentation:MakeClothes_Vertex-GroupsAlso check the mesh when posed and use wireframe-mode in MakeHuman.