Hi Luc,

Thanks for responding (we are all such busy).
But I had time to test a new solution so as to be able to use those clothes 
from Makehuman directly. I think that this opensource is so amazing by the way 
! 
After reading several posts on the Makehuman forum, I tried another approach 
which makes the clothing and the underlaying body behave reasonably when posing 
and all the textures exported in OSG.

Steps:
1. Create a dressed model with Makehuman
2. Import into Blender 
3. Save all .tif texture files as .png files with Gimp 
4. Change all texture with .tif format files as .png files in blend file
5. Unlink the clothes masks in the skin mesh
6. Delete eyebrows and eyelashes meshes 
7. While posing the model, clothing and the underlaying body behave reasonably 
though at extreme points, the clothes are “torn” and must be tinkered so as to 
hide the underlaying skin (appending and deleting as I proposed before didn’t 
work for posing).
9. Export to OSG: the dressed and posed model is well exported to OSG 
See at: http://www.pasteall.org/pic/30790

Some interesting comments grabbed on the MH forum:
==
The hair bones can be posed just as any other bones in the body. There are both 
pros and cons with using custom clothes bones. The advantage is that we can 
achieve poses, like the flying hair, which is impossible to create with the 
hair bones. However, posing clothes can require a lot of work, especially in 
animation. In that case it may be advantageous to export the character from 
MakeHuman with Clothes rig disabled. The clothing will then inherit weights 
from the underlying body, and automatically behave reasonably.
==

For joining the clothes to the body, do you delete the mesh associated to the 
body hidden by the clothes? Another concern is about that (for perfomance).

Thank you,

Cheers,

Maia

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=47306#47306





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