mpfb_refit_human
Refit all meshes, rig, and sub-rigs on a MakeHuman character to match its current basemesh shape. Use after altering character shape to update garments, body parts, and proxies.
Instructions
Re-fit everything on a MakeHuman character to the current shape of its basemesh: every mesh asset (garments, body parts, the body proxy), the rig, and any sub-rigs.
Call this after changing a character's shape with
mpfb_set_macro_details, mpfb_set_targets or
mpfb_symmetrize_targets while leaving their refit at its default of
false - those tools report assets_possibly_stale when they leave work
for this one. A refit re-runs the vertex fit per asset, so make a
series of modeling changes first and refit once at the end. It is
idempotent: refitting a character already in fit is safe and costs the
same.
result carries refit_performed, basemesh_name, rig_object_name,
mesh_assets with mesh_asset_count, and subrigs.
Check refit_performed rather than assuming success; performed
is set from it, so the two cannot disagree. One case refits the mesh
assets but leaves the rig untouched: a rig generated by Rigify whose
meta rig is no longer in the scene cannot be refitted at all, and MPFB
reports this through a channel that does not reach an MCP tool.
refit_incomplete_reason then says so, and the fix - regenerating with
the meta rig kept - is the user's to make in Blender. A basemesh left
in edit mode answers with ready: false, and an unresolvable subject
with found: false and blocked_by: "subject_not_found".
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| name | No |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||