I will try to walk you through how to use the blend file and export makehuman clothes from it:
* Open the .blend in Blender 2.6 (2.5 might work too, haven't tried it)
To show or hide the texture in the viewport:
* with jeans selected
* press "n" key
* In the dialog that opens to the right of the viewport, open "Display" tab
* Tick/untick "Textured Solid"
The jeans has X-Ray viewing enabled which shows it in front of everything else. To disable it:
* To the right of the screen, click the "Object" button (orange cube)
* scroll down and open "Display" tab
* Unselect "X-Ray" checkbox
To export the jeans using Make Clothes:
* Select jeans
* In the outliner in the top right of the screen, rename the jeans object eg MyJeans by double clicking on it
We should make sure the model has only one UV map, or it won't work
* Open "Object Data" panel to the right
* Open the UV Maps tab
* Click "UVTex" and "-" to remove it
* Click on "Object Modifiers" button to open the panel
* Make sure the eye icon on the "Armature" modifier is not active (should be ok)
* Look at "Mulitres" modifier
A little about this, this is what enabled me to sculpt in the folds. It's different
from the original "Subsurf" modifier in that it stores two models. On one hand the
original low poly model, that also gets slightly modified when sculpting, and the
high res version on which you can sculpt.
The "Preview" slider determines which subdivision level you see in the viewport.
4 is highest, 0 gives you the original lowpoly version.
The sliders under it determine at what resolution you will sculpt and render it.
Notice that you can effectively edit the low poly model, eg. make it wider or less wide,
and the high res version with sculpted folds will follow nicely. This allows you to
make changes while still keeping both low and high res version in sync.
Editing a low poly version is also a lot simpler than editing a 60K poly model!
Now, returning to our purpose:
We are only interested in the Preview slider now.
* Set it at the level you want your model to be exported to.
If that is lower than 4 click the "Delete Higher" button. This will remove all the
subdivision levels about it. (this is important for the next step)
* Now click "Apply" (only for the multires modifier)
* Now we will assign vertex groups (applying the modifier removes them)
With the jeans still selected, press TAB to go into edit mode
* press "a" to select all (everything must be orange, otherwise press "a" again)
* To the right of the screen click the "Object Data" button
* Scroll down and open the "Vertex Groups" tab
* There should be "Left" and "Right" in it
* Click "Left" and press "Remove" below it, this will remove all vertices (because you have all selected) from this group
* Then Click "Right" and do the same
* Now, click "Left" again. Take note, this means the left from the model's point of view, so this will probably be your right.
* Move your mouse over the 3D viewport again, press a to deselect all vertices
* Choose "Face select mode", and maybe "Limit selection to visible" to help you
* Point your mouse on the front of the left (your right) leg
* Press "l" Due to the texture seams you will have the half of the leg selected
* Now using middle mouse button turn the model around a bit and point to the unselected part of the left leg
* press l once more
* You should have the full left leg and half the jeans selected
* choose "Vertex select mode" (Important!) You can also disable "Limit selection to visible" again, this allows you to see more
* Back to the right panel, with "Left" vertex group highlighted, click "Assign"
* Move your mouse back over the viewport, make sure "Vertex select mode is on"
* Press "i" to invert the selection. Notice that you will have selected all vertices that were previously unselected. Very important is that the vertices exactly in the middle of the jeans are not selected (they are in the left group)
* Go back to the "Vertex groups" panel to the right, click "Right" group
* Click "Assign" button, you're done assigning vertex groups
* Now we will create the MH clothes, go back into Object mode using TAB
* Make sure you are viewing both the MH mesh and the jeans. Do this by clicking both layer 1 and 7 by holding shift and clicking them.
* Select both jeans and the MH character by holding SHIFT and right clicking them
* If you don't have the properties panel press "n" key
* Make sure you have the "Make Clothes" script loaded, see
Tailors guide how to do that
* In properties panel right of viewport scroll down to "Make Clothes" tab and open it
* If there is only one button "Reinitialize", click it
* Set Z depth to "Shirt and trousers"
* Set Boundary to "Leg"
* Now click "Make clothes"
* Wait for it to finish. It's a good idea to start blender from the terminal (at least in linux) as the console shows you the progress of the script, along with useful information
* Then press "a" to deselect all, and select only the jeans by right clicking it
* In the Make clothes panel click the "Export obj file"
* You're done. If you look at the console the script tells you where it was exported.
It's important to give a good name to the jeans object as this name will be used for the export directory and the name of your clothing in MH
* Copy textures and a preview picture to the export folder, as explained in the
Tailors guide and copy that folder to data/clothes of your makehuman folder.