To fix this, Show Automatic Vertex Groups and press Auto Vertex Groups. In particular, the vertices along the symmetry plane x = 0 are assigned to all three groups, Mid, Left, Right. In a piece of clothing, each vertex must belong to exactly on group, but in a human model there is no such restriction. This happens because automatic vertex group assignment works differently for humans and clothes. MakeClothes displays an error message, saying that some vertex belongs to three groups. We now proceed to press the Make Clothes button, but there is a surprise. Unlink the human materials and create the bluish Dress material, as we did in the first part above. The dress now consists of a contiguous mesh, but the materials are still those of the human. Remove doubles to join the upper and lower parts. The waist now consists of pairs of vertices at identical locations. The mesh type is still Human, so change that to Clothing.ĭelete the tights vertices below the waist, and snap the tights waist to the skirt waist. Rename the new mesh to Dress and move it to a separate layer. Press Shift-D to duplicate the selection, and P to separate the duplicated geometry into a separate object. This is most easily done in the Materials tab. However, there are some pitfalls.Įnter edit mode and select the tights and skirt helpers. It is sometimes convenient to use the helper geometry as a starting point for modelling in fact, this is how the dress in this tutorial was modelled. Modelling clothes starting from helper geometry
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