Having mesh issues with my outfit in MakeHuman

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Re: Having mesh issues with my outfit in MakeHuman

Postby joepal » Wed Jul 20, 2016 8:29 pm

German language teacher? I still have a phobia for those.

(apron would be for protecting against blood spatter when swinging her german steel hatchet at pupils unable to assign the correct genus to a noun)
Joel Palmius (LinkedIn)
MakeHuman Infrastructure Manager
http://www.palmius.com/joel
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Re: Having mesh issues with my outfit in MakeHuman

Postby rn216cc » Wed Jul 20, 2016 11:07 pm

joepal wrote:German language teacher? I still have a phobia for those.

(apron would be for protecting against blood spatter when swinging her german steel hatchet at pupils unable to assign the correct genus to a noun)


nice twist, but that is not it. I will give you another hint, there is nothing creative about her, like in your example. This lady just so happens to work in the high school, and she plays a small roll in the first cut scene, but in real-life this character has very important roll towards the children. Also, add some granny glasses and a mole on her left cheek, which will be my next part of my project. Can you now picture it in your head?
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Re: Having mesh issues with my outfit in MakeHuman

Postby wolgade » Thu Jul 21, 2016 9:46 am

joepal wrote:German language teacher? I still have a phobia for those.

(apron would be for protecting against blood spatter when swinging her german steel hatchet at pupils unable to assign the correct genus to a noun)

I really don't understand your problem. This is so simple:

der Mann - the man (male)
der Junge - the boy (male)
die Frau - the woman (female)
but
das Maedchen - the girl :o

:D
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Re: Having mesh issues with my outfit in MakeHuman

Postby brkurt » Thu Jul 21, 2016 2:57 pm

rn216cc wrote:
brkurt wrote:I'll have to answer your question with a question: "What are helpers?" :shock:

Well then, I guess this explains why we are banging our heads against a brick wall. :lol:
helpers are pieces of geometry that come with the MC add-on when you load your human mesh with helpers, such as the tights, and skirt.
brkurt wrote:I do all my mesh modelling with vertex groups and proportional editing. :)

Since you did not know what helpers are, I think it is safe for me to say that you are not using them to start as your base clothing mesh, and your using something else to model your clothing. Correct? So, if you are modeling everything with vertex groups, then what vertex group name are you using for each layer of clothing, for MC to know which is what. Are you using more than just the the mid, left, and right vertex groups? If so then V-Scorpian-C needs to correct her video tutorial because that is not what she explains in her tutorial.

Otherwise, please do not hesitate to correct me if I am wrong. This is why I am here.


Okay, I get it now. 'Helper's are the clothes/wig templates over the base mesh.

Here is an example of the Helpers converted to Chain Mail by Blender Dupliverts and MultiRes:

Image

Here is my workflow, using MakeClothes:

(1) Always begin with the Base Mesh, and nothing else. (If you are going to use a different proxy, such as Muscular Female, allow for the greater body mass with respect to how close your virtual cloth is to the proxy);

(2) Automatically assign vertex groups with weight painting to the Base Mesh with your rig. Move arms and legs around (rotate along a single constrained axis, not free rotation) to see if there are severe distortions);

(3) Model your clothes one quad at a time, using the Mirror Tool (for the most part, my Sari is an exception). Use Blender's Snap Topology feature to keep the quads close to the body.

(4) Finish with Proportional Editing. Luckily VScorpian_C has done a nice tutorial for this:

https://www.youtube.com/watch?v=hUh1Ee6rhjY

(5) When you are satisfied with the basic design, Delete All Vertex Groups before you run MakeClothes. Use its controls to assign the Left, Middle, and Right vertex groups.

(6) Run MakeClothes.

I hope I haven't left anything out. I'm busy learning SynfigStudio for my new Digital Culture program, so my head is not into 3d right now. ;)
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Re: Having mesh issues with my outfit in MakeHuman

Postby wolgade » Thu Jul 21, 2016 4:33 pm

brkurt wrote:Okay, I get it now. 'Helper's are the clothes/wig templates over the base mesh.

No, they're part of the base mesh. Depending on the type of clothing they can and should be used to create your HUMAN vertex groups on. Of course they can be duplicated and used as a template, but that's not their function.
Always begin with the Base Mesh, and nothing else. (If you are going to use a different proxy, such as Muscular Female, allow for the greater body mass with respect to how close your virtual cloth is to the proxy);

You can't use anything but the base mesh as human. Proxies have a completely different number of vertices. MC relies on vertex order.
Use its controls to assign the Left, Middle, and Right vertex groups.

And don't forget to assign the right vertex groups on your human. A skirt should be fitted to the human skirt helper. If you fit the skirt to the human body you get distortions between the legs. Your example demonstrates this quite well.
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Re: Having mesh issues with my outfit in MakeHuman

Postby rn216cc » Fri Jul 22, 2016 3:49 am

Okay, I had asked if anyone could take a guess what my lady character is supposed to be, to see if I made my character believable or not. I take it that maybe I did not pullit off, or I am just an old fart. Anywho, it is suppose to be a lunch lady. Back in my time, I know for sure this was how they looked, especially with the granny glasses, a mole on the lower cheek, and there names where really ugly, like Bertha. Who in the world would want to name there child Bertha? I still hear that scratchy smoker's voice calling my name. Ouch
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