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    <title>MakeClothes :: MakeHuman Community</title>
    <link>https://mpfb-demo.ampho.re/assets/creatingassets/makeclothes/index.html</link>
    <description>This is the main documentation for MakeClothes Version 2.&#xA;Introduction to MakeClothes&#xA;Materials for MakeHuman Version II&#xA;What are Vertex-Groups&#xA;What are Delete-Groups&#xA;How to Model Heels&#xA;Tips for Modeling Clothes</description>
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    <language>en-us</language>
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    <item>
      <title>Introduction to MakeClothes</title>
      <link>https://mpfb-demo.ampho.re/assets/creatingassets/makeclothes/introduction.html</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>https://mpfb-demo.ampho.re/assets/creatingassets/makeclothes/introduction.html</guid>
      <description>MakeClothes is used to create clothes for MakeHuman characters. When you work with hm08 meshes, you can also use MPFB2 to create clothes. In case you work with MakeHuman II and use a different mesh, MakeClothes is needed. A material editor for glTF-like materials is included, it is available when MakeClothes is switched to MakeHuman II.&#xA;The term “clothes” is not really correct, the program creates any kind of mesh which can be used for a character generated by MakeHuman. This also includes hair and different tongue or a new topology for the skin. To use MakeClothes in Blender knowledge of Blender itself is needed.</description>
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    <item>
      <title>CreateHeels</title>
      <link>https://mpfb-demo.ampho.re/assets/creatingassets/makeclothes/createheels.html</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>https://mpfb-demo.ampho.re/assets/creatingassets/makeclothes/createheels.html</guid>
      <description>Methods to create heels To create heels or especially heel sandals is something what MakeHuman was not really made for. But there are some methods to create rather good results, these are:&#xA;for shoes where you can’t see the feet (like boots) it is possible to delete the feet and create boots directly. This method is recommended for closed shoes, because it is easier to handle. it is also possible to duplicate feet, then change the shape so that they fit inside the heels and use a delete group for the vertices on the body. The problem would be that the skin texture must be part of the shoes and there is a visible small gap when subdivision surface algorithm is used between the feet with the shoes and the rest of the body. it is possible to model the shoes slanted and later rotate the feet-bones. These shoes will look a bit clumsy because the toebox has to fit to the normal feet. In reality a narrow toebox is used for heels. the method described in this documentation uses a special body with a shape key and needs at least one appropriate target in MakeHuman. It needs no own feet and can be used on heel sandals. So load female-heels_shapekey from the predefined meshes and set value of shape key so that it fits to the angle you need for the shoes.</description>
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      <title>MakeClothes Delete-Groups</title>
      <link>https://mpfb-demo.ampho.re/assets/creatingassets/makeclothes/makeclothes_deletegroups.html</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>https://mpfb-demo.ampho.re/assets/creatingassets/makeclothes/makeclothes_deletegroups.html</guid>
      <description>Issue with intersecting Faces A problem which may occur when clothes are designed, is that they fit the character when the character uses a rest pose or isnot changed at all in makehuman. But when the character is morphed (changed in geometry or size) or posed, faces of the skin intersect with faces of the clothes like in the demo illustration above.</description>
    </item>
    <item>
      <title>MakeClothes Materials</title>
      <link>https://mpfb-demo.ampho.re/assets/creatingassets/makeclothes/makeclothes_materials.html</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>https://mpfb-demo.ampho.re/assets/creatingassets/makeclothes/makeclothes_materials.html</guid>
      <description>Material editor in MakeClothes (MakeHuman Version II only) If we want to create a new material for MakeHuman II, we can do that by selecting the textures we need and setting shader and environment parameter. Be aware that the option “Replace materials for blender objects” is selected, if a material is already existent (this option is made to avoid accidentally deleting a material, which was already made).</description>
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    <item>
      <title>MakeClothes Vertex-Groups</title>
      <link>https://mpfb-demo.ampho.re/assets/creatingassets/makeclothes/makeclothes_vertexgroups.html</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>https://mpfb-demo.ampho.re/assets/creatingassets/makeclothes/makeclothes_vertexgroups.html</guid>
      <description>Vertex-groups are used to create relations between the human (or helper) and the piece of cloth. Three different assets will show us, how it works. You can download these assets for comparison, but it should be only an example, because all other authors had to do it similar.&#xA;A special vertex-group is the delete-group.&#xA;All assets can be created in one file, if you want.</description>
    </item>
    <item>
      <title>Modeling Clothes</title>
      <link>https://mpfb-demo.ampho.re/assets/creatingassets/makeclothes/modeling_clothes.html</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>https://mpfb-demo.ampho.re/assets/creatingassets/makeclothes/modeling_clothes.html</guid>
      <description>Creating a dress from the scratch There are a lot of ways to model a piece of cloth. There is also 3rd party software available, where it is possible to model clothes like a tailor does. Here is one way to create it with simple elements and then use Blender cloth simulation. To show an easy way, the work is done with a t-pose female mesh (with and without helper), so this time not the standard MakeHuman pose is used. These t-posed meshes are included in MakeClothes.</description>
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