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 Post subject: Re: MakeHuman to Blender Part III
PostPosted: Sun Mar 15, 2009 11:02 am 
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OUPS :shock: ...

It look like MRGREEN did infected another one :shock: ...

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 Post subject: Re: MakeHuman to Blender Part III
PostPosted: Sun Mar 15, 2009 11:11 am 
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Until I ban him that is....Mr. Green.... not Prometheus....Yet..... Of course, both you and Prometheus have some questions to answer knowing Mr. Green is an agent of The Man....

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PostPosted: Sun Mar 15, 2009 11:49 am 
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Hey I only tried to think and act like Goliath. I can tell you, it's not worth trying :wink: No offense, Goliath, I think I'll recalculate normals and act like always... :D

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 Post subject: Re: MakeHuman to Blender Part III
PostPosted: Sun Mar 15, 2009 2:27 pm 
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Quote:
I think I'll recalculate normals and act like always... :D


Why ?? :(

The more crazy peoples like me,

The Mental Health we will be :D

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 Post subject: Re: MakeHuman to Blender Part III
PostPosted: Sun Mar 15, 2009 5:32 pm 
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Goliath wrote:
Quote:
I think I'll recalculate normals and act like always... :D


Why ?? :(

The more crazy peoples like me,

The Mental Health we will be :D

:arrow: :?: :roll:


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 Post subject: Re: MakeHuman to Blender Part III
PostPosted: Mon Mar 16, 2009 4:48 am 
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hmm....

Look like I forgot some words.... :x :lol:

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 Post subject: Re: MakeHuman to Blender Part III
PostPosted: Sun May 17, 2009 6:02 am 
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Thanks for this nice tutorial!

I have a little problem with the jaw movement: When I move the jaw bone, the upper lip keeps moving along, although in weight paint mode it appears blue. I think I followed all the instructions, although I used the script on http://blenderartists.org/forum/showthread.php?t=138337 for the first steps. Is there something I'm missing?

Thanks,
Philipp


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 Post subject: Re: MakeHuman to Blender Part III
PostPosted: Sun May 17, 2009 10:07 am 
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Jeez! Somebody made a script from this tutorial.... :shock: :shock: :shock:

Anyway, Welcome to the boards Philipp... :D

The jaw exercise was one that I think I should have foregone. So many are having problems with it. You need to make sure that the weight is feathered off as you reach the top part of the top line (does that make sense?) It should feather off mid cheek in other words. Actually, it should feather off all around. Make sure the interior parts of the mouth are properly weighted. That is what I was trying to impart with the "missed" verts inside the mouth.

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 Post subject: Re: MakeHuman to Blender Part III
PostPosted: Tue Jul 28, 2009 11:57 pm 
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Hi penix1,

I just tried with the rigs tutorial. I am having some probs regarding the mesh deformation. Please take a look at the screenshot below..

Image

Could you suggest as to what could be wrong ?

Thanks


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 Post subject: Re: MakeHuman to Blender Part III
PostPosted: Wed Jul 29, 2009 3:50 am 
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You aren't weight painted properly. Also, you have turned on "envelopes". Turn those off and re-apply "bone heat" to the armature. Sorry for the short reply but I'm on assignment deep in the bowls of The Man and it isn't pretty down here... 8)

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 Post subject: Re: MakeHuman to Blender Part III
PostPosted: Wed Jul 29, 2009 6:01 am 
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Thanks penix1, i am able to do it now....


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 Post subject: Skeleton Re: MakeHuman to Blender Part III
PostPosted: Thu Jul 30, 2009 4:44 am 
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Hi.. penix1 :) ,

I am trying to export rigs from my model. What i have noticed when importing a .dae to Blender, an Armature and a Skeleton level is shown in the Outliner. By any chance are we making use of the "Skeleton" ? Are we merging it anywhere ? Whenver the rig is done, the "skeleton" remains as is in the model the rest of the body moves well. But eventually, while rendering the static skeleton is shown.

I tried to export the rig by removing the skeleton after which i get a series of warning messages while exporting the body mesh as in

"warning: Vertex with more than 4 bone assignments!"
"warning: Vertex without bone assignment!"

Any views on this.....

Thanks

Thumpin3D


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 Post subject: Re: MakeHuman to Blender Part III
PostPosted: Thu Jul 30, 2009 5:42 pm 
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The skeleton isn't used for anything spectacular that I know of. I usually remove it (or at least move it to another layer).

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 Post subject: Re: MakeHuman to Blender Part III
PostPosted: Thu Jul 30, 2009 7:45 pm 
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k..


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 Post subject: Re: MakeHuman to Blender Part III
PostPosted: Fri Oct 30, 2009 2:31 am 
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I am using Blender 2.49b, OSX and imported the model from MakeHuman 0.9.1RC1. Is this tutorial for a different version of Blender? I ask because I'm striking differences in the Kinematics section of Part III

Quote:
To start this TAB into edit mode and select the tip of Index_1.L. Using SHIFT-S, send the cursor to the selection.

Next, go to front view (NUMPAD-1) and add a bone (SPACEBAR->Add->Bone).

It will be quite large once you add it. You should notice that Blender defaults to keeping the tip highlighted when you add the bone. Grab it and move it down some keeping it outside of the rest of the finger.

The next step will make it an IK controller. Switch to pose mode and select that new bone. Shift-select the Index_1.L bone. Press CTRL-I and select "To Active Bone". We now have our first constraint set and our first IK-Chain set. You should notice the Index_1.L bone change color to yellow and a yellow line gets drawn indicating where the IK chain length is.


I'm having quite a few problems when following these and comparing what I end up with with what's described and pictured.

When I Press CTRL-I, it inverses the bone selection so the new bone and Index_1.L aren't highlighted but all the rest in the Armature are. So how should I set this constraint? What I have figured out for adding constraints when in pose mode is this: F9 > Constraints.  Click "Add Constraint" and select "IK Solver". When I do this, it's not Index_1.L that turns yellow but the new bone instead. I have tried to go further but just get further off track.

Up till this point has gone really well but I've been through this part a couple of times and just can't get it to work. If anyone has tips for this I would really appreciate it!


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