Creating extra shapekeys in Blender with mhx2?

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Creating extra shapekeys in Blender with mhx2?

Postby Arahnea » Sat Apr 15, 2017 7:31 pm

Hi everyone,

I've spend the past 2 days yelling at my computer because I'm struggling with something which I'm sure will turn out to be really silly :?
At the moment I'm trying to create an acceptable workflow with MakeHuman to use with Faceshift and Unity but I get stuck at the .fbx export part.

This is what I want to do:
*Make character with MakeHuman
*Import in Blender
*Create new ShapeKeys
*Export .fbx to use in FaceShift
*Record animation
*Touch up in Blender

So far I've been able to create extra Shapekeys from the Visemes that show up when I export my model but I can't seem to create them from expressions made with the Face Units. Although the existing Shapekeys are nice, they are still limited when it comes to controlling the eyes and brows.

Is there someone here who can help me out?

Thanks in advance :D
Arahnea
 
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Re: Creating extra shapekeys in Blender with mhx2?

Postby blindsaypatten » Sat Apr 15, 2017 8:13 pm

Arahnea wrote:I can't seem to create them from expressions made with the Face Units.


I'm not sure what you mean by Face Units, but MakeTarget is the general tool for creating targets/shapekeys. Can you elaborate on what problem you have when you try to use it?
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Re: Creating extra shapekeys in Blender with mhx2?

Postby Arahnea » Sat Apr 15, 2017 9:10 pm

Okay, so when I want to create a shapekey from a viseme I just select the viseme, then go to the body object, click on object data and create a "New Shape from Mix"
I can export the model and that new shapekey pops up in my other software.

In the MHX2 tab there is also a sublist called Face Units and they control the individual movement in the face. Like blinking for example. I tried to select them and create shapekeys in the same way that I did with the Visemes but the data is not recorded.
But you say that I should use MakeTarget instead?
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Re: Creating extra shapekeys in Blender with mhx2?

Postby blindsaypatten » Sat Apr 15, 2017 11:49 pm

To tell the truth I haven't used the MHX2 runtime panel very much at all. I've created several targets with MakeTarget, but I don't know enough about the MHX2 runtime to feel qualified to say which route to go. It's probably worth your time to get a little familiar with MakeTarget and see if it will do what you want. There are some youtube tutorials on how to use it.

Hopefully someone with some MHX2 runtime experience will chip in.
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Re: Creating extra shapekeys in Blender with mhx2?

Postby loki1950 » Sun Apr 16, 2017 12:58 am

Have a close look at the "import_runtime_mhx2" in the /blender/2.78/scripts/addons/import_runtime_mhx2/data/hm8/faceshapes folder both the faceshapes and visemes are defined in the .mxa files for each.

Enjoy the Choice :)
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Re: Creating extra shapekeys in Blender with mhx2?

Postby Arahnea » Mon Apr 17, 2017 12:13 pm

loki1950 wrote:Have a close look at the "import_runtime_mhx2" in the /blender/2.78/scripts/addons/import_runtime_mhx2/data/hm8/faceshapes folder both the faceshapes and visemes are defined in the .mxa files for each.

Enjoy the Choice :)

I've checked my folders but I don't seem to have these files there.
Arahnea
 
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Re: Creating extra shapekeys in Blender with mhx2?

Postby loki1950 » Mon Apr 17, 2017 2:17 pm

What Os are you using on Linux that I use the full path would be /home/denis/.config/blender/2.78/scripts/addons/import_runtime_mhx2 notice the .config that denotes a hidden folder on Linux and OSX(mac) if you are on windows it will part of the app data stack as that is where blender addons are installed.

Enjoy the Choice :)
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