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PostPosted: Mon Sep 15, 2008 6:42 am 
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Another way to fix your problem is to select each object and in the Editing Buttons (F-9) in the "Mesh" panel click the "Center New" button. What this does is shift the object's origin to the new median for that object. That way if you do mistakenly clear the location it should stay put. I tend to do this for every model by default after I apply the rotations / location (CTRL-A).

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PostPosted: Mon Sep 15, 2008 5:12 pm 
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Ok Wildcat, I've changed the tutorial to reflect that clearing should be done in either weight paint mode or pose mode. Thanks for clearing that up.... :D

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PostPosted: Mon Sep 15, 2008 5:34 pm 
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penix1 wrote:
Another way to fix your problem is to select each object and in the Editing Buttons (F-9) in the "Mesh" panel click the "Center New" button.


That's even better, and it's something I should've eventually discovered on my own. Actually, I kind of did, as I forged ahead and learned myself how to make the eyes track an object. Their initial origin is the same point as the rest of the figure, at or near 0,0,0... and "track to" induced all sorts of wildness 'til I caught on and applied "Center New".

Since I've spent much of my time here offering problems, I'll share a solution for a change! For those wanting the ability to pose the eyes, you'll want each eye to move independently of the other, which I imagine is difficult if they're "locked" together as part of the same object. What I did was to Duplicate the Eyes object, rename it "Eye.L" and move it to another layer. I renamed the current object "Eye.R", then went into edit mode, and deleted the left eye. I then switched to the other object and deleted the right eye, moving that object back to the main layer when finished.

I made sure to parent each eye to the Head bone, and then Weight-Painted the entirety of each eye to a factor of "1". They'll move with the head, but they aren't prevented from rotating, then "Track To" is applied.

Thanks again again, Penix1!

Wildcat


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PostPosted: Wed Sep 17, 2008 11:16 am 
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I think I've made another mistake. :( I seem to be lost on this part of the tutorial:

Quote:
What we need to do is undo the weight painting Blender has assigned and assign our own. Before we do this though, switch to object mode and move the eyes, tongue and teeth to a different layer to get them out of our way. Select the body again and enter weight paint mode.

To undo the assigned weight painting, select the jaw bone (RIGHT-CLICK-Select) and bring up the weight paint tools (N-KEY). Click the "Clear" button and watch it turn all blue.


However, try as I might, I can't select that bone while in weight paint mode. I think I inadvertently cleared the weight paint data for the entire mesh. :cry:


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PostPosted: Wed Sep 17, 2008 11:36 am 
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Go to pose mode and select the jaw bone. Click the body mesh right after that and go to weight paint mode. The jaw should be selected now.

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PostPosted: Wed Sep 17, 2008 1:36 pm 
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And that's got it. Thanks!


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PostPosted: Sun Oct 05, 2008 4:13 pm 
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Here's a hugely stupid question: In all your screens you have the armature superimposed (and editable) over the Body mesh. How do you do this?

I can't seem to get my view into this arrangement. It's driving me crazy as I can't successfully manipulate the armature while in Weight Paint mode. I've been forward and backward through your tutorial and can't see any setting I missed that might explain the deviation.

Feeling rather dumb over it.

Thanks a lot for the work you put into these!


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PostPosted: Sun Oct 05, 2008 4:35 pm 
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Under the "Object" buttons (F-7) you will find a tab called "Draw". Turn on "X-Ray" and "Wire" for the armature.

Image

[EDIT]

The "Wire" setting is just a preference of mine. Most modelers leave it solid. I prefer wire so I can see the underlying mesh for correct placement. It keeps the bones out of the way.

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PostPosted: Sun Oct 05, 2008 5:17 pm 
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Thanks a million! I'm particularly elated that you managed to get back to me so quickly. I'm glad I'm not the only one Blendering away on a Sunday night...


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PostPosted: Sun Oct 19, 2008 10:56 am 
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hi penix1

its me again :D
im in trouble with the teeth rigging, there is something i do wrong.
i parented the teeth to the armature. hided the upper teeth. weight painted the lower teeth.
the upper teeth are blue and the lower red.

when i rotate the jaw both parts of teeth moves (the upper a little bit faster :shock: )

i made a video and uploaadet it to youtube where you can see how i rotate it and at the end of the vid i change to weight paint where you can see the colors of my weight painting.

dont know where the failure is :cry:

greetz gueni

http://de.youtube.com/watch?v=OmUBCRRbUZ0


edit: what do you think about to seperate the upper teeth to an object an parent it with the head?


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PostPosted: Tue Nov 11, 2008 12:10 am 
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Thanks! I'm still delving through all of this, but its quite easy to follow.

Just a possible change you might want to make, to set IK constraints in 2.48 it is Shift+I, not, as previously, Ctrl+I.


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PostPosted: Tue Nov 11, 2008 5:02 am 
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@gueni:

I saw the video and it does illustrate what you are talking about. Can you post your blend so I can see what is going on? Also, did you unhide the upper teeth before posing? I'll have to look into this since my model doesn't behave like that.

@psyced:
Thanks for the change. I'll update the tutorial in a day or so. This is one of those things I hate about the rapid development of Blender. It makes for hades on tutorials!

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 Post subject: MakeHuman to Blender Refined Shape Keys
PostPosted: Mon Jan 05, 2009 7:03 am 
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Hello everyone...

I've been doing the same work as this tutorial, and perhaps I can contribute something.
Here is a screenshot of the same MakeHuman head with a full set of Preston Blair Visemes:

http://brkurt.googlepages.com/rinRig3.png

and here is the .blend file, sorry, I haven't rigged the Armature yet.

http://brkurt.googlepages.com/rinRig3.blend

I'm going for a dreaming body look, not high realism, so I'm using a glassy material.

Hth!

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 Post subject: MakeHuman To Blender Lip Sync Video (via Papagayo)
PostPosted: Mon Jan 05, 2009 7:59 am 
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Hello everyone...

I forgot to add the video:

http://www.youtube.com/watch?v=JwaxVi6DcIw

This one just runs you through all the visemes, eyebrow and eyelid shape keys. Makehuman 9.1 RC1a, when exported as an .obj file, messes up around the eyelid folds and mouth corners, and has to fixed manually for smooth lip sync. Zoom in on the eyelids of a recent import to see what I'm talking about.

My setup for this was very funky: I'm using a 500 MHz P3 with 640 Meg Ram running Puppy 3.01 and Blender 2.47 for my work station, and rendering using a 1.6 GHz P4 with 384 Meg Ram running Kubuntu 7.04. You need an Ubuntu version to python wxgtk to install, which is necessary for Papagayo.

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PostPosted: Thu Jan 15, 2009 3:24 pm 
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Penix1..... I just wanted to say that this tutorial series is outstanding and I salute you sir!

I highly recommend it to anyone faced with the challenge of character modelling and rigging in Blender.

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