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PostPosted: Fri Jan 16, 2009 3:04 pm 
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Mesh wise they are both the same. Material and clean up wise, the Wavefront importer has collada beat. You don't have to rotate a wavefront or break out the mesh by material. They come in cleaner.

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PostPosted: Fri Jan 16, 2009 4:08 pm 
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Are you left with any triangles by importing via Wavefront? That'd be real timesaver. I spent ages trying to get shot of them in my character's mesh. Never really got rid of all of them either.


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PostPosted: Fri Jan 16, 2009 6:07 pm 
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Unfortunately, yes. That is an artifact of the importer.

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PostPosted: Fri Mar 06, 2009 8:03 am 
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Hello Penix, great tutorial. As usual, I'm stuck again: Which name do I have to change, the armature's or the object's if I want to change the bones' names? I really don't know how to name them properly. Sure you can help me.


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PostPosted: Fri Mar 06, 2009 12:27 pm 
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The armature. The listing is in the tutorial in the first block labeled "Code". To answer your other MakeHuman question about the brows in the 3D Window, simply go to "View->View Properties" and turn on "Solid Tex" on the 3D toolbar.

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PostPosted: Sun Mar 08, 2009 7:37 am 
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Thanks Penix! I got another question: I used weightpaint to get the jaw right but then I had to fiddle around with the mouth-internal faces. I finished that too but now my jaw mouth looks more like a hole or a slot and not like a smooth opening as it should or as it usually does.

Pic:

http://i585.photobucket.com/albums/ss296/Prometheus1991/Man.png

EDIT:

So now I've finished the teeth, the upper teeth are painted blue. Guess what happens when I move my jaw: They follow it! I know they shouldn't cuz they're blue, really, but they do move. I don't know what's wrong with them. Can you tell me?


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PostPosted: Sun Mar 08, 2009 2:06 pm 
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Prometheus,

From the tutorial:

Quote:
To really clean it up, you could "feather" the neck down much like the back is feathered out. That will prevent the crisp line breaking of the jaw. I leave this as an exercise for the user. Hint...Use your 1/2 and 1/4 weight presets.


That applies to any area where the 1 influence is too strong. The corners of the mouth are one of those edge areas.

For the teeth...

If you used the bone heat method, you need to turn off "envelopes" in the armature control panel. This is because the bone heat method sets up and uses vertex groups. What you are getting is the additive effect of the envelopes.

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PostPosted: Thu Mar 12, 2009 8:52 am 
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OK, I did the tut again. I finally got to Weight Paint and I got everything right this time. My jaw moves really fine up and down, no glitches, no nasty edges. So far, so good. Now the problem: My teeth are invisible as long as they're in the mouth. I can see them in wireframe, they are where they should be but I can't see them in solid/textured/shaded mode. I move my view in the inside of the mouth and dragged the teeth directly in front of me in wireframe and still couldn't see them in solid mode. How's that possible? If I move them outside the head or to a different layer, I can see them. What's going on? How can I fix this? Hope you can help me. I could send you the .blend-file if you tell me how.


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PostPosted: Thu Mar 12, 2009 8:23 pm 
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Send the blend but make sure you pack the data first. You do this by going to "File->External Data->Pack into blend file".

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PostPosted: Sat Mar 14, 2009 5:53 am 
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Ok, I packed it, but how do I upload it? I don't think I can upload it to imageshack or photobucket, can I? So what's the page you use for it?

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PostPosted: Sat Mar 14, 2009 6:36 am 
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Ok, problem solved. I had x-ray turned on for the body for some reason. Now everything's fine.

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 Post subject: Re: MakeHuman to Blender Part III
PostPosted: Sat Mar 14, 2009 11:31 am 
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Glad you got your problem solved... :D

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PostPosted: Sat Mar 14, 2009 12:12 pm 
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I'm glad you got that job done :D So now you can continue your animation series :wink: I got a simple question for you: What is the Mr. Green smily for? Insanity? Or has Apollos finally given up and allowed Mr. Green some playground?

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 Post subject: Re: MakeHuman to Blender Part III
PostPosted: Sat Mar 14, 2009 2:20 pm 
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Mr. Green is there until banned again. He is an agent of The Man and anyone caught using him is a collaborator.... :D

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 Post subject: Re: MakeHuman to Blender Part III
PostPosted: Sun Mar 15, 2009 8:17 am 
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I can tell you that Mr. Green will now be used more than before! Remember the psychological thread in wish list with the red "Don't push!"-button? Same here: :mrgreen: Muhaha and again: :mrgreen: :lol:

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