Thank you! I was not able to select separately body and cloth in Blender, but I see that body and cloth are logically separated in .OBJ file, so quite a simple Python script can extract body and cloth into separate .OBJ files. (It's simpler for me to process .OBJ in Python than to learn Blender )
Anyway, I added some logging into MakeHuman code to check where geometries are stored, etc.
Actually, I solved (partially) a problem with my legacy and found that my .OBJ have just default MakeHuman skin (14444 vertices) but as a joke I have found 5778 geometry pixels without corresponding faces (yes, legacy). I made a visualization of these vertices in Python and got the following picture:
It looks very similar to internal collision geometry:
My question: is it a standard mesh for MakeHuman? (I have only its vertices, not faces, so I wonder if I can get faces somewhere).
Python internals show me that MakeHuman holds internally some structure with 1064 vertices, not 5778. If this 5778-vertices structure is held somehow in MakeHuman, I easy drill into MakeHuman code to put this internal mesh to disk in .OBJ format. I believe it should be deformed after the body skin changes. Or I can add it as a cloth proxy to mesh with 14444+5778 vertices, which is necessary for my legacy.
Can you point me somewhere to get this 5778-vertices geometry?