CMU BVH feet issue

Discussions about MHX2 and other plugins that are developed outside the scope of MakeHuman. Note that bug reports should go to the respective code projects and might go unseen here.

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CMU BVH feet issue

Postby Titousky » Sun Aug 16, 2015 10:44 am

Hi,
I exported a model for MH to Blender:
-Blender v2.75a
-MH v1.1 r1958
-Rig preset: Cmu mb
-Pose: Tpose
-Mesh Format: mhx2 (plugin v026)
-bvh: cmuconvert-daz

When I "load and retarget", the feet stay in place:
Image
Titousky
 
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Re: CMU BVH feet issue

Postby ThomasL » Sun Aug 16, 2015 4:37 pm

The problem is not with MakeWalk but with vertex group names. Some proxies manage their own vertex groups, and this can lead to confusion when rigs other than the default one is exported, due to bone renaming. Clearly some thinking is needed to get this right.

EDIT: Just to make things clear, this is an mhx2 bug.
ThomasL
 
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Re: CMU BVH feet issue

Postby ThomasL » Tue Aug 18, 2015 3:42 pm

Things should be working now with MHX2 unstable. A related bug with the MHX and Rigify rigs have also been fixed (it was due to the splitting of the shin bones into several pieces). There is still some problem with the Daz rig, which does not have toes, but I'm not sure it is so important; assigning the toe verts to the foot bone is very quick in Blender.
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