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PostPosted: Tue Jul 29, 2008 2:06 am 
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I just forgot to say it in the tutorial. Thanks Darth. :D

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PostPosted: Tue Jul 29, 2008 10:35 am 
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Wow Penix, nice work on Part 2 here. 8) You have no problem with the concept of thorough, as is evident.

I still haven't made the MakeHuman leap. One of these days I suppose.


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PostPosted: Tue Jul 29, 2008 1:42 pm 
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:lol:

96 screencaps and counting...Still got Part III to do...Rigging which I stink at. I'm going to get help in the group before I post the tutorial though. Check out the thread "Back in the saddle again" for that nugget.... :D

http://blenderunderground.com/forums/vi ... php?t=1018

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PostPosted: Thu Sep 04, 2008 1:56 pm 
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I can't get blender to load the tif files. It lists them as the current image, but doesn't display anything. I even tried opening a new file and just skinning the head on a cube or whatever, in case I'd messed some settings up, and still I see nothing in the UV image window. It loads other image files fine, so...

what am I doing wrong?!

*sobs*

Oh, I'm using 2.47 in case that's important.


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PostPosted: Thu Sep 04, 2008 2:04 pm 
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Make sure you have the image selector pointing to the tif image:

Image

Also, make sure you are in "textured" mode ALT-Z.

[EDIT]

Another cool feature I found out about in Blender is "Solid Tex" found in the 3D menu->view->view properties tab:

Image

Turning this on will give a better 3D view texture image. It turns off that wallpaper look textures have.

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PostPosted: Thu Sep 04, 2008 2:22 pm 
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The image selector is pointing to the right file, but I still don't see the image. None of the tif files from MakeHuman show up in Blender. Here's a screen of what I'm seeing:

EDIT: if I open the Image Properties thingy in the UV image view, under the top area that list the image, path, etc, it say "Can not get an image".


Image


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PostPosted: Thu Sep 04, 2008 2:45 pm 
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Ubuntu right? Anyway, where did you get your image from? If you got it from the makehuman/render folder, then you need to delete all the layers in it except for one. If you got it from the rib_data/textures_data directory, it should work out of the box. My textures came from /usr/share/makehuman/rib_data/textures_data and worked perfectly. In fact, try this:

Download this image:

http://blenderunderground.com/files/use ... _color.tif

Map that one in and tell me what happens....

Make sure you right-click and Save As that image. Don't try to load it in your browser.

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PostPosted: Thu Sep 04, 2008 3:04 pm 
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I got the files from the makehuman install, but even the one you linked doesn't work. What DOES work is changing them to *.png. I don't get it.


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PostPosted: Thu Sep 04, 2008 3:10 pm 
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A strange install of Blender? Go with the flow though. If changing them to PNG works, then that is what I would do. It is strange though. What OS version did you install? Was it something like the 64 bit version by any chance? If so, try the 32 bit version. There have been strange bugs reported in the 64 bit version.

[EDIT]

Can you by any chance rescale your screencap above? It is making my browser side-scroll too much. Don't remove it because I have a few developer friends I want to see it. Just rescale it down.

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Last edited by penix1 on Thu Sep 04, 2008 3:12 pm, edited 1 time in total.

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PostPosted: Thu Sep 04, 2008 3:11 pm 
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Yeah, it's 64bit. I downloaded the 32bit version, and it complains that it can't find a lib it needs, most likely because it's not the version, or not in the location, it expects.

Also, screenshot is shrunk a little.


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PostPosted: Thu Sep 04, 2008 3:36 pm 
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Thanks for shrinking.

Well, I would go with the flow then and convert them all to PNG. It is a 64bit bug. Expect more bugs that do weird things if you have to use that version. The good news though is development on the 64 bit version is moving just as rapidly as the 32 bit version and maybe one day they will have these glitches ironed out.

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PostPosted: Thu Sep 04, 2008 4:01 pm 
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I hope so, both my installs are 64bit, so I prefer to use 64bit apps. In the past I did some rendering tests between 32bit and 64bit and got faster rendering with 64 as well.

Anyway... now I've got all my textures and such loaded... time to rig!

*moves on to Part III*


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PostPosted: Thu Sep 04, 2008 7:57 pm 
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Textured mode sort of sucks because it's completely unshaded (unless, of course, you want that for some reason). "View->View Proprerties->Solid Tex" (or just shift-t) looks a whole lot nicer (in solid mode).

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 Post subject: Eyebrows and Irises
PostPosted: Sun Sep 07, 2008 5:19 am 
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Hi there! Thanks for the work you've put into this, Penix!

I encountered a couple of minor irritations, and found the solutions, so I felt I'd share. Forgive the lack of screenshots -- I'll do my best to describe exactly where to find what needs to be changed.

First problem: The eyebrows were rendering as pink! It took some fiddling around, but I found the fix:

Go to Panels -> Shading (F5) -> Map To (from the Texture/Map Input/Map To panel)
Click the "Color Sample" box under the Stencil/Net/No RGB buttons. Mine was, as described above,
pink by default. I selected a more suitable colour of brown and it renders much more to my liking now!

Second problem: The irises obscure the eyes. The simple fix was to move them to another layer for the rendering process. I realize they come into play in the next installment, and you mention a scaling problem (which is probably the more appropriate solutinon), but this is a quick and dirty fix for getting to see the eyes rendered properly right now!

Being new at this, I don't really know what I'm doing, so maybe you have better solutions than these. Or maybe I read your instructions wrong in the first place! Otherwise, I hope this helps people at least a little!

Wildcat


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 Post subject: Re: Eyebrows and Irises
PostPosted: Sun Sep 07, 2008 6:34 am 
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Wildcat wrote:
Hi there! Thanks for the work you've put into this, Penix!


You're quite welcome! At least someone is getting use out of this... :P

Wildcat wrote:
I encountered a couple of minor irritations, and found the solutions, so I felt I'd share. Forgive the lack of screenshots -- I'll do my best to describe exactly where to find what needs to be changed.

First problem: The eyebrows were rendering as pink! It took some fiddling around, but I found the fix:

Go to Panels -> Shading (F5) -> Map To (from the Texture/Map Input/Map To panel)
Click the "Color Sample" box under the Stencil/Net/No RGB buttons. Mine was, as described above,
pink by default. I selected a more suitable colour of brown and it renders much more to my liking now!


Turn on "texface" on the material. Any time you use a UV this should be on. I don't know if I mentioned that in the tutorial. If not, I'll have to re-edit.... :lol:

Wildcat wrote:
Second problem: The irises obscure the eyes. The simple fix was to move them to another layer for the rendering process. I realize they come into play in the next installment, and you mention a scaling problem (which is probably the more appropriate solutinon), but this is a quick and dirty fix for getting to see the eyes rendered properly right now!


The iris is scaled way down and needs to be fixed manually. The importer messes that one up totally. Still, at least it is there. I do go over this in Part III realizing that I forgot it in this tutorial. That's a hazard of multipart tutorials. :?

Wildcat wrote:
Being new at this, I don't really know what I'm doing, so maybe you have better solutions than these. Or maybe I read your instructions wrong in the first place! Otherwise, I hope this helps people at least a little!

Wildcat


I welcome any input on these things. It is great that people are actually using them. Surprisingly enough, a lot of good things come out of trying to explain how to do something in my understanding of the process. There is always more than one way to skin a cat so to speak especially when dealing with Blender.

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