ThomasL wrote:This is surely a problem with the proxy; some proxy verts in the upper lip are assigned to human faces in the lower lip and vice versa. In fact, this kind of problem was the original reason why I introduced vertex groups in MakeClothes. Proxy verts are associated with nearby human faces, but since the lips intersect it is very difficult to distinguish between them automatically. There are similar problems with other parts of the body that intersect and have to move differently, e.g. the eyes vs the eyelids.
The solution is to introduce many vertex groups in MakeClothes to distinguish between different body parts. Last time I made a proxy mesh (a long time ago), I used six different vertex groups for the lips: uplip_L, uplip_R, uplip_M, lolip_L, lolip_R and lolip_M, for left, right, and middle. A group whose name ends with _M is treated specially, like the default Mid group: A vertex originally in the x=0 plane is forced to stay there.
Once I wrote a tutorial on how to use vertex groups in such situation, but I cannot find it now. It was written for an outdated version of MC, but the basic principles remain the same.
So unfortunately it is not so easy to fix this problem. You need the original object file for the clothing, and then you must rerun MakeClothes with a better vertex group assignment.
I'm still not sure if this is a MH issue or a MHX2 issue, but I've narrowed it down. I was importing the models with the "merge body parts" checked off. When I just now tried importing the models with it unchecked everything is fine. I still can't open the mouth manually using the mouth bone ( that crescent moon shaped bone) because although it will move side to side, it will not rotate open from the side view like it used to. I have to open the mouth using visemes or expressions such as "effort".