Deformed glasses from MakeClothes to MakeHuman

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Deformed glasses from MakeClothes to MakeHuman

Postby Lady_Inka » Sun Mar 10, 2019 12:36 pm

Hey guys, I'm new to makehuman and use it for a project at my university. I watched a few tutorials to get started and want to create my own clothes with MakeClothes that will be used in MakeHuman. I made glasses and they look good in Blender on the reference model but when I imported them to MakeHuman they got deformed. I tried to fix this with the assigned vertex groups. In one case I assigned the vertex groups as they should be for clothes and in the other case I tried the vertex groups for hard assets with only one vertex in the middle of the object and the head boundary but nothing fixed my problem.
I am using MakeHuman 1.1.1 and MakeClothes 1.1.0.
I hope you can help me!
Attachments
MakeHumanGlasses.PNG
This is how the glasses look like after I made them in Blender.
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Re: Deformed glasses from MakeClothes to MakeHuman

Postby RobBaer » Sun Mar 10, 2019 2:21 pm

I can't answer you directly because the same thing has happened to me every time I've tried to move glasses back into makehuman. And yes I read the posts Aranuvir just shared. The one suggestion I probably haven't heeded well in those tutorials is to use the helpers rather than the human. That may be the key, but I've always gotten distracted before getting back :D because it just for fun and I moved on. At the end of the day, it is about vertex group choices.

Since my failures (now years back), several people have added glasses to the asset library. My plan to fix mine (should I ever get to it) would be to study carefully how they picked their vertex groups. Good luck.

Here are some apparently successful glasses you could study :
http://www.makehumancommunity.org/cloth ... asses.html
http://www.makehumancommunity.org/cloth ... _form.html
http://www.makehumancommunity.org/cloth ... emale.html
http://www.makehumancommunity.org/cloth ... asses.html

The other issue with lady's glasses that I never solved was hair going through the frames. The only answer seems to be glasses friendly hair styles. :)
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Re: Deformed glasses from MakeClothes to MakeHuman

Postby RobBaer » Sun Mar 10, 2019 5:43 pm

You made me want to go back and see my old glasses issues. Here is what mine look like. My lenses distort as well as the frames. The other thing I had trouble with, using the vertex groups I assigned, was the glasses changing shape when I added expressions. If you learn some useful tips, please do share back with the rest of us.

glasses.png
glasses distortion
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Re: Deformed glasses from MakeClothes to MakeHuman

Postby Aranuvir » Sun Mar 10, 2019 5:53 pm

Create a single vertex group called *classes on you glasses object and assign all vertices to that group. Next create a single vertex group on the human and call it, you guessed it, *glasses, select one vertex on the nose and one vertex on the backside of the helix of each ear (three vertices in total) and assigned to that vertex group. Next run MC. Finally have fun...
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Re: Deformed glasses from MakeClothes to MakeHuman

Postby punkduck » Sun Mar 10, 2019 7:12 pm

Hi

I did a comment for my glasses;

http://www.makehumancommunity.org/clothes/glasses_modern_form.html

I created a group *glasses for the glasses AND the human, then I assigned all vertices of the glasses to this group (no left, right, mid-group is used and no "create vertex on selection"). After that I assigned exactly 3 vertices of the human to the group. One above the left ear, second on the other side (symmetrically) and one above the nose directly between the eyes. If you really only select 3 vertices and makeclothes fails with a weird error message (I had this a few times) change one vertex to a neighbour-vertex.


The '*' in the name is the trick for makeclothes to work different.

And if nothing fits, then place the glasses on the exported character, create a vertex group called "head" and assign all vertices of the glasses to it. I did that for most of the assets that should not deform (sword, shield). Using the method above will deform the glasses as well ... but linear in x, y, z direction (e.g. a circle may become an ellipse).

I did a second method for my glasses here:

http://www.makehumancommunity.org/forum/viewtopic.php?f=4&t=13745
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Re: Deformed glasses from MakeClothes to MakeHuman

Postby Lady_Inka » Sun Mar 10, 2019 11:10 pm

Thank you all so much for your fast replies!
The problem I had was really just the name of the vertex groups, I didn't add the * before it and that made the difference. I feel a bit stupid because I tried everything over and over again in different ways and nothing worked and now this little change fixed everything :o But at least I know now how to deal with this problem!

RobBaer wrote:You made me want to go back and see my old glasses issues. Here is what mine look like. My lenses distort as well as the frames. The other thing I had trouble with, using the vertex groups I assigned, was the glasses changing shape when I added expressions. If you learn some useful tips, please do share back with the rest of us.

glasses.png

So maybe RobBaer this fixes your problem too and it should also work for facial expressions!

Thank you again, I'm very happy now that I can go on with my project :D
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