Rigging Clothing in MakeHuman

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Re: Rigging Clothing in MakeHuman

Postby tomcat » Fri May 10, 2024 12:19 pm

nolanmaris wrote:I am asking for suggestions on what are the recommended techniques for rigging clothing in MakeHuman to ensure natural movement and deformation?

What is your ultimate goal? The methods depend on it.
Is it possible to simulate cloth dynamics within MakeHuman

Nope. Well, I haven't found a method.
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Re: Rigging Clothing in MakeHuman

Postby Ricardo2020 » Fri May 10, 2024 3:24 pm

Let us try to sort out the best solution for this task.

Understand that MakeHuman is designed for quickly generating a human figure. The model is nude, hairless and featureless until clothed. You can assign ready made assets to said figure, but there is no real way to design them within MakeHuman. For this job, you need Blender. The ideal setup is currently MakeHuman 1.3.0 running alongside Blender 4.x with the MakeHuman Socket turned on plus the MPFB plugin installed and enabled in Blender.

The workflow is gonna go sorta like this:

Generate your model in MakeHuman, then export it into Blender, wherein you can create clothes which fit the model. You have control over all aspects of the cloth including weights, etc.. I have yet to actually manage such a session, but others here have already worked with these tools and written tutorials to that effect, even placing instructional videos on YouTube. The process is rather daunting for beginners since the programs are powerful and complicated.
Last edited by Ricardo2020 on Fri May 10, 2024 3:29 pm, edited 1 time in total.
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Re: Rigging Clothing in MakeHuman

Postby tomcat » Fri May 10, 2024 3:29 pm

Ricardo2020 wrote:For this job, you need Blender.

That's why I asked about the purpose, it's not the best solution for a game engine, for example.
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Re: Rigging Clothing in MakeHuman

Postby Ricardo2020 » Fri May 10, 2024 8:27 pm

Howdy, tomcat.

I know nothing about gaming or the engines used to build the parts of a game. I have read on this forum that things like Godot, Maximo and Unreal Engine are useful tools within such a session, but I do not have them on my 'station and lack the knowledge to use them.

There are so many rigs.... so many methods... so many use cases... it would be hard to cover them in a forum replay, which this individual appears to be looking for. However, the question does have interest to me since I am wanting to get into making clothes for larger models, both male and female. I plan to use Blender for this.

My first attempts have been futile. The learning curve for Blender is steep and I am old. I tend to forget stuff...

Am I right in saying that the rig is where all the physics will be, taking the mesh and all it entails with it? Does the rig determine weighting, posing and such? Is this why one needs a certain rig for a given purpose, say, game animation verses movie animation?

I really need to learn more...
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Re: Rigging Clothing in MakeHuman

Postby tomcat » Fri May 10, 2024 9:12 pm

Ricardo2020 wrote:However, the question does have interest to me since I am wanting to get into making clothes for larger models, both male and female. I plan to use Blender for this.
Greetings!

I know very little about Blender and I'm not trying to get to know it better yet — for me it's just a stage of standardizing components before passing them to the engine.

I have read on this forum that things like Godot, Maximo and Unreal Engine are useful tools within such a session, but I do not have them on my 'station and lack the knowledge to use them.

By the way, it is possible that video is easier to make in a game engine than in Blender. Godot is a very light engine, with very accessible documentation. But there are still problems with clothes — now working on the physics of soft bodies (fabric).

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