mhclo file) and fits it to the active mesh, which must be a human. This buttons loads a piece of clothing (an. This button is greyed out if the active object is not a mesh. The result of the association is saved in the file ObjectName/ObjectName.mhclo, in the default directory. Both meshes must have vertex groups with identical names, and each clothing vertex must belong to exactly one vertex group. With one human and one piece of clothing selected, create an association between clothes vertices and human triangles, i.e. This is the main entry point for the MakeClothes script. Create Vertex Groups From Selection: MakeClothes uses vertex groups to control the fitting.(MakeHuman normally detects the items accurately, but in the event of an error, you can click the button to change the mesh type so that it is treated as a clothing item instead of human if it is a clothing item and incorrectly detected). ![]() This button displays the mesh type (Human/Clothing) of the active mesh and is greyed out if the active object is not a mesh.
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