Tuesday, December 20, 2011

Helper geometry for clothes

Clothes and hair are morphed based on the targets for the underlying skin. This algorithm was originally intended for the creation of low-poly proxy meshes, for which is works well, but there are two problems for clothes:

  • Most clothes do not follow the body shape exactly, e.g. a coat has very little depression between a woman's breasts.

  • What to do if there is no underlying skin, as in the middle of a skirt?

  • To solve these problems, we have added some very basic clothes as part of the mesh, and are updating the targets for the new geometry. Currently the targets have been generated automatically, but the major ones needs manual tweaking, as we can see in the figure. Once targets for the helper geometry is in place, we can make clothes that adapt to that rather than to the body.


    The helper geometry does not normally show up in MH, because it is assigned UV coordinates in a region with alpha = 0. It is removed on mhx import unless the Helper Geometry option (formerly known as Diamonds) is checked.
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