MargaretToigo wrote:I have learned quite a lot about MakeClothes and how and when it works or doesn't, its features, limitations and bugs -- but I still have no clue whatsoever about what that Offset Scaling thing is supposed to do.
With the suit, I got the best fit and deformations when I used the tights and only the tights to "Create Vertex Groups From Selection" -- I also assigned the appropriate vertices on the body to the Delete group. I tried many other ways, which I have described upthread, and of all the results, this was the relative best for this particular mesh.
What I have discovered is that in its current state, MakeClothes does not produce flawless or even nearly flawless results on complicated asymmetrical meshes, and that a truly universal fit is not possible for most items -- though some can get pretty close to it. But for my purposes, it doesn't really need to be any of those things as I spend a few minutes making a character in MakeHuman, and then hours or even days refining it in Blender. The power of MakeClothes is the convenience of being able to dress characters in MakeHuman, which puts you halfway to production before you even import them into Blender.
Here is a better render of my suit models, it has anti-aliasing and better color balance...
How do you define asymmetry in terms of mesh topology? I've assumed that term meant L/R symmetry, such as Blender's Mirror modifier.
This is a real issue when using Marvelous Designer, so much so that their programmers created a ZBrush exporter to solve this problem.