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PostPosted: Thu Jan 15, 2009 4:06 pm 
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Holy Mackrel Charlie!!!

:oops: :oops: :oops:


I'm glad you enjoyed it.

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PostPosted: Thu Jan 15, 2009 4:10 pm 
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Charlie, that's awesome!!! :o

Nice work. 8)


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PostPosted: Thu Jan 15, 2009 5:28 pm 
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wow charlie!

this is looking really good! Did you used the cloth physics for the scarf ? (I'm not sure I am using the right word here :oops: ... the thingy around the neck)

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PostPosted: Thu Jan 15, 2009 5:32 pm 
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That is nice! I'll have to take a look at these tutorials. Did you pose that in Blender, or in Makehuman?

The neck-thingy almost looks like a bandanna, but I can't say for certain...


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PostPosted: Thu Jan 15, 2009 9:41 pm 
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Very realistic.

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PostPosted: Fri Jan 16, 2009 2:34 am 
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GreasyMnky wrote:
wow charlie!

this is looking really good! Did you used the cloth physics for the scarf ? (I'm not sure I am using the right word here :oops: ... the thingy around the neck)


Thanks guys.

I thought I would follow Penix1's MakeHuman tutorial right through as a learning exercise. I'm really glad I did because it's taught me a lot of new modelling and rigging techniques. It'll come in real handy for other work.

I modelled the neck-tie/bandanna by hand, parented the mesh to the armature and weight-painted it so the whole lot moves together but it doesn't really do so very convincingly. I haven't yet worked out how to use the cloth modifier for apparel..... my next challenge I suspect. If anyone has any good tutorials on this, I'd appreciate it.

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Did you pose that in Blender, or in Makehuman?


I used the armature in Blender to pose the character. I had to do some post-pose mesh editing as certain parts don't fold or crease properly when you translate or rotate the bones. I didn't really get round to posing it in the MakeHuman UI as I was too impatient to see what it all looked like when imported into Blender!! I'm going to do another project and look at that again though.


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PostPosted: Fri Jan 16, 2009 4:04 am 
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If you want to keep the pose you do in MakeHuman for use in Blender, use the Wavefront importer instead of Collada. It will then retain the pose.

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PostPosted: Fri Jan 16, 2009 4:40 am 
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penix1 wrote:
If you want to keep the pose you do in MakeHuman for use in Blender, use the Wavefront importer instead of Collada. It will then retain the pose.


But that doesn't import the armature right?


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PostPosted: Fri Jan 16, 2009 9:44 am 
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One thing I noticed that I'm sure you saw too were the creases at the elbow and thumb; shape keys are an excellent tool to use for removing those. They can even be driven by the bones, so you can pose in real time without worrying about the creases


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PostPosted: Fri Jan 16, 2009 10:31 am 
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PNG_pyro wrote:
One thing I noticed that I'm sure you saw too were the creases at the elbow and thumb; shape keys are an excellent tool to use for removing those. They can even be driven by the bones, so you can pose in real time without worrying about the creases


Cool. Didn't realise I could do that, thanks for the tip. I don't suppose there is a tutorial on how to do this somewhere?


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PostPosted: Fri Jan 16, 2009 10:34 am 
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Key driven by bones ?????!?!"?!??

....HOW !!!

...plz

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PostPosted: Fri Jan 16, 2009 10:56 am 
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Make the shape key, go to the IPO window; change the view to "shapes" select the channel you want to drive, press "N", select your driver, and type of driving. To drive it from a bone, you need to set your driver object to your armature, and change the driver type to pose, then select your bone. you can drive it off of the loc/rot/scale of your bones. This will deform in real time as you pose the bones, so you get to see it before you render.

If you need more help, I can point you towards the tut I got this from.


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PostPosted: Fri Jan 16, 2009 12:25 pm 
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charliedontsurf wrote:
penix1 wrote:
If you want to keep the pose you do in MakeHuman for use in Blender, use the Wavefront importer instead of Collada. It will then retain the pose.


But that doesn't import the armature right?


That's correct but if you simply want a posed figure for further use in Blender, it is a way to quickly get there.

[EDIT]

Besides, you can then append an armature from a collada import you did earlier and adjust it to the posed figure here. No big deal.

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Last edited by penix1 on Fri Jan 16, 2009 12:35 pm, edited 1 time in total.

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PostPosted: Fri Jan 16, 2009 12:32 pm 
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mmm....

tks very much,

il try this

...when I some get time


...hem, is there someone here willing to sell some time ?

how much for two weeks ?


...can't find anything on ebay :(

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PostPosted: Fri Jan 16, 2009 1:29 pm 
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Thanks Penix1, that's a good suggestion.

No doubt I'll be revisiting MakeHuman for another go soon so I will try the Wavefront way this time.

Just out of curiosity, how does the mesh compare between import methods? .... say I had imported a character mesh using Collada and posed it with the supplied armature and then compared this to a model posed in MakeHuman and imported using the Wavefront method. Which way gives a better and more accurate-looking mesh?


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