MakeClothes, as its name implies, is a Blender addon that is used to construct clothing assets for use in the MakeHuman program. Clothes can be modeled using any technique that is natural. When designing and modeling a clothing item, there are two restrictions that should be kept in mind.

First, the algorithm for mapping a clothing mesh to the human mesh requires that the clothing mesh consists entirely of quad faces. Second, it is important to know that MakeClothes supports only one material per item of clothing.

That folder will assume the unique name that the user provides for the clothing item. This folder will be populated with the assets necessary to make the item available in MakeHuman. The one additional, useful but not essential, item that the user must supply is a thumbnail icon for the clothing.

The thumbnail icon can be created with any image editing program as a x pixel image in. The file should then be saved in the same folder as the other assets and the extension changed to.

Note:"helpers" in MakeHuman are a type of special, invisible geometry over the base mesh which can be loaded to help model clothes, for example, a helper sweater, helper tights, etc. They have their own materials.

how to change clothes blender

It is important to note that no alterations should be made to the base mesh type after it is loaded otherwise the script will fail. If, instead, the Human With Helpers button is pressed, the full MakeHuman mesh including the helper geometry is loaded. Different materials are assigned to each type of helper geometry.

The materials are ordered in the order of the vertex number. This makes it easy to peel off one helper type at a time. The clothes are meshes that can be modelled directly in Blender, or in another package and then imported into Blender as an obj file. Note that the mesh type is Clothing, which is the default unless the mesh has been declared to be a human.

A simple method to obtain a starting point modelling is to duplicate part of the human mesh and separate it from the human. However, in this case the duplicated mesh will still be a human.

Importing MakeHuman files and editing clothes in Blender

To change the mesh type, press the toggle button Human. The status is now changed into Clothing. After loading the human, the next step is to "glue" the clothes to the human, in order that they will automatically fit the body changes. To control this association, MakeClothes uses vertex groups. Each clothing vertex must belong to exactly one vertex group, and a vertex group with the same name must exist in the human mesh as well. Only human vertices in the correct vertex group will be considered when making clothes.

Vertex groups speed up the clothes-making process by pruning the search tree, and can be used to control the appearance of clothes as well. However, assigning vertex groups can be quite tedious, and in many cases it is sufficient to let MakeClothes create vertex groups automatically. This is done automatically when a human mesh is loaded. If a clothing mesh does not have any vertex groups, it is also done automatically, when the MakeClothes button is pressed.

In the images rightwe can see the vertices assigned to the Mid and Left groups for a nude human. When both clothing and human has the vertex groups with same name, just press the MakeClothes button to generate the files.By using our site, you acknowledge that you have read and understand our Cookie PolicyPrivacy Policyand our Terms of Service. Blender Stack Exchange is a question and answer site for people who use Blender to create 3D graphics, animations, or games.

It only takes a minute to sign up. I've made a guy with some clothes, I would like to rig it now, however, when I raise his leg a bit, his skin comes out more as seen here:. The method posted by Eugene is obsolete as of version 2. Transferring the weights, as far as I tried, read on forum and even on the comments of this really video, seems to have no effects on the weight of the cloths.

You may have to do some additional Weight paintings or Shape keys with drivers for the clothes to react the way you want with some flexion but at least, the clothes won't get through your base character as you move your rig with this method. Sign up to join this community. The best answers are voted up and rise to the top. Home Questions Tags Users Unanswered. How to rig clothes? Ask Question. Asked 3 years, 4 months ago. Active 2 years, 2 months ago.

Viewed 9k times. You can also delete or mask the part of the mesh which is underneath the clothes. Active Oldest Votes. You can have the same result as on the video using the following method, though. Use the data transfer modifier. HellrazorX HellrazorX 3 3 silver badges 7 7 bronze badges.

Blender 3D: Noob to Pro/Simple Cloth Animation

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It only takes a minute to sign up. When I model cloth separately and rig them to the same rig as character I have a lot of sliding - the cloth uses solidify to thicken them, but the "body" mesh still slips out of the clothing through them, not using cloth simulation. If the problem is that your topology on the clothes is different enough from the body underneath that parts poke through, then try the following:.

This way they won't slide hopefully. Sign up to join this community. The best answers are voted up and rise to the top.

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Home Questions Tags Users Unanswered. How can I prevent the body object slipping through the clothing object? Ask Question. Asked 4 years ago. Active 3 years, 2 months ago. Viewed 7k times. Just to clarify - In the picture it's not rigged yet.

how to change clothes blender

Any ideas? Ray Mairlot Stav Havivi Stav Havivi 31 2 2 silver badges 6 6 bronze badges. Active Oldest Votes. Have that be driven by your armature, and then have the clothes and body use the Mesh Deform modifier with the cage. This will also make setting up your weights much easier. Drudge Drudge 5, 3 3 gold badges 24 24 silver badges 67 67 bronze badges.

This way they won't slide hopefully create a shell around the clothes and skin, rig the shell with armature, drive both the skin and clothes inside the shell through Mesh Deform modifier. Sign up or log in Sign up using Google.

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It only takes a minute to sign up. I am trying to model clothes in Blender. I've looked at several tutorials, but the sewing option in Blender doesn't give the desired result. I've been trying it over and over again, but it doesn't seem to work. If anybody could be so kind to check what I am doing wrong, that would be greatly appreciated! The most important one seems to be simply that the garment is too small for the model - it is quite literally coming apart at the seams :.

The above issue is made worse as the collision bounds are such that the cloth isn't actually getting close enough to the surface of the body - the Outer collision setting on the model is currently set to 0. Try changing that to, say, 0. Another issue is the strength of the sewing - currently you have the sewing springs set to 10 right from the start of the animation.

This means that the full force is being applied from the first frame, pulling the cloth violently together. Once this overcomes the collision bounds the cloth is below the surface of the body and cannot escape, resulting in fighting between the vertices until the cloth is eventually torn through the model - it's better to apply the forces gradually to gently bring the edges together.

This allows the cloth to settle into place rather than being forced together quickly. The trick is to set keyframes to control the forces more carefully, starting at zero and increasing over a number of frames. One problem with this is that the cloth will naturally fall under the force of gravity before it is pulled together but, again, keyframing gravity to gradually increase can avoid this. In fact, it's useful to start with a weak reverse gravity eg, weight of 0. After this, it should just be a matter of a little bit of fine tuning - such as giving slightly more space around the arm holes and moving it up slightly so that the arm holes can close up around the arms without colliding, changing the collision bounds slightly reducing Cloth collision settings to 0.

You could also increase the cloth Quality steps and also collision Quality. There still seems to be a bit of overlapping vertices on the shoulders - I think this is due to the arm fabric intersecting with the shoulder. Adding slightly more cloth should do the trick. You could also subdivide the cloth to add more detail for a more realistic fit - although this will slow down the simulation.

Here's the amended Blend. Sign up to join this community. The best answers are voted up and rise to the top. Home Questions Tags Users Unanswered. Sewing clothes using a cloth modifier and a collision object Ask Question. Asked 1 year, 6 months ago. Active 1 year, 6 months ago. Viewed times.Another use of the avatar mesh is to make the new mesh clothes. For this use one needs a more complex file with more stuff in the file.

When we make a mesh dress, blouse, hair, shoes, feet, hands, or even a full avatar, all the things that need to change size to fit and move with a short or tall avatar, we need to RIG them so they move and change with the avatar.

Sleeves need to move with the avatar arm. Dresses and skirts need to move with avatar legs. There are various sources. Several formats are included for different modeling programs. The Second Life Wiki also has a list of tutorials and downloads for those interested in making clothes. But, much of what you find on the page is rather old. Included are all parts of the avatar. The files are for all creators whether making clothes or animations. Unfortunately these files are incomplete for many purposes.

The skeleton part is included.

how to change clothes blender

But, it is work putting the dozen plus parts together correctly. The mesh is in more than 3 parts in this set of files.

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These duplicates will NOT throw off the mesh deformer. I emailed Karl Stiefvater, Mesh deformer developer, to ask. The extra vertices have to do with UVMapping. Whatever, I had to scale the avatar up by a factor of 3. That gets me an avatar that is 1. This file fits the avatar inside a small cube with the largest dimension being 0. The file works in Blender too. However the mesh has been welded into a single mesh, which can be handy. The mesh is the one seen in all of these files.

There is no skeleton. So these files are less useable for animation or rigging. Some time ago Domino Marama of Domino Designs made a Blender file that has the avatar and all the things one needs to work with rigged mesh and mesh clothes. Gaia Clary uses that base file to build on and includes it with most Machinimatrix products.

However it is incomplete, a couple of bones are still missing. But, it has the mesh, skeleton, UVMaps, and vertex weights and groups you need to make mesh clothes.

Grab a copy and put it where you will know what it is. So, I am assuming it cannot be redistributed. It has everything you need to start rigging mesh and make a successful load. This file is ready to use in Blender 2. The textures that give the avatar skin color are something you learn to do later. Note : In the change from Blender version 2.

The file has those changes built in. With the release of Blender 2.By using our site, you acknowledge that you have read and understand our Cookie PolicyPrivacy Policyand our Terms of Service. Blender Stack Exchange is a question and answer site for people who use Blender to create 3D graphics, animations, or games. It only takes a minute to sign up.

I'm very new to Blender and following tutorials with the old Blender UI is tricky in 2. I am trying to find how to perform this function in 2. I cant find this menu in 2.

Please help! Thank you! The " Adjust last operation " menu is found at the bottom left of the viewport. You may need to click to expand it, as it appears collapsed by default.

how to change clothes blender

Sign up to join this community. The best answers are voted up and rise to the top. Home Questions Tags Users Unanswered. How to change number of vertices in add object in 2. Ask Question. Asked 1 year, 2 months ago. Active 8 months ago. Viewed 16k times. Ben Ben 81 2 2 gold badges 2 2 silver badges 3 3 bronze badges.

In Nicolas example he has clicked on that little button to expand it. I was confused at first about this too and just so happened to figure it out yesterday. Active Oldest Votes. Nicola Sap Nicola Sap 9, 1 1 gold badge 32 32 silver badges 64 64 bronze badges. The Overflow Blog. Featured on Meta. Community and Moderator guidelines for escalating issues via new response….

Feedback on Q2 Community Roadmap. Related 3. Hot Network Questions. Question feed. Blender Stack Exchange works best with JavaScript enabled.By using our site, you acknowledge that you have read and understand our Cookie PolicyPrivacy Policyand our Terms of Service. Blender Stack Exchange is a question and answer site for people who use Blender to create 3D graphics, animations, or games. It only takes a minute to sign up.

I have a modeled person that has an armature and I created a T-Shirt for it in rest position now I need to figure out how to put the shirt on the model in pose mode. I ended up just putting the armature into pose position and readjusting the vertices to make the shirt fit onto the model.

You can do this: Create one more mesh enveloping your character and T-Shirt. Apply the Mirror Modifier if present. Then follow these steps:. Sign up to join this community. The best answers are voted up and rise to the top. Home Questions Tags Users Unanswered. How to apply clothes to an armature Ask Question. Asked 2 years ago. Active 1 year, 8 months ago. Viewed 2k times.

I followed Den Den's instructions and get this:. Alex Pensotti. Alex Pensotti Alex Pensotti 13 13 bronze badges. Or just select on mesh and extrude slightly. Then your weights and armature modifier are already set up.

And is it green because it's part of a group or is there physics involved? Active Oldest Votes. Den Den Den Den 53 5 5 bronze badges. Then follow these steps: Select the shirt in object mode. In the Data Transfer panel, choose your character and the Source Object, check the "Vertex Data" box, then click the "Vertex Group" button, and then click the "Generate Data Layers" button at the bottom. I usually move this modifier to the top of the stack and once I'm satisfied it works, I'll apply it.

Add an Armature modifier to the shirt and select the character's armature in the panel. I usually like to move the Armature mod all the way to the top of the stack and any sub-d mods to the very bottom for best performance. Safetyman Safetyman 6 6 bronze badges. Sign up or log in Sign up using Google.