Import Skelton with MakeHuman model

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Import Skelton with MakeHuman model

Postby rjpeek » Fri Dec 28, 2012 2:50 am

I am running the pure MakeHuman python version on laptop running Fedora 17 and MakeHuman is also installed on my Windows XP 32-bit desktop (non-python version). I'm trying to export a character with a skeleton (advance spine) using Blender exchange (mhx) and import it into Blender version 2.64. When Blender imports the character it's skeleton-less, for as fare as I can see (I'm a newbe MakeHuman/Blender). I'm asuming that this feature is not implemented yet in MakeHuman 1.0 alpha 7. If it is please instruct me in how to do this.
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Re: Import Skelton with MakeHuman model

Postby ThomasL » Fri Dec 28, 2012 9:34 am

The armature should be there. If you start Blender from a terminal window, is there some error message?
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Re: Import Skelton with MakeHuman model

Postby rjpeek » Fri Dec 28, 2012 2:56 pm

I get this message if I open up a terminal window under Fedora 17 and type blender and press return at the prompt: Color management: using fallback mode for management connect failed: No such file or directory.
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Re: Import Skelton with MakeHuman model

Postby rjpeek » Fri Dec 28, 2012 9:45 pm

I notice there is an option for a skeleton if you export with Wavefront obj, I don't see the same option if you export with Blender exchange (mhx). It does have an Advance Spine option but it doesn't see to work when imported into blender. There is also a Skeleton skel Export format, is there a addon for blender to import it.
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Re: Import Skelton with MakeHuman model

Postby Tikigod » Sat Dec 29, 2012 8:56 pm

When importing into blender, the blender .mkx importer has its own advanced options on what to import and what to ignore, so it may be worth checking those settings as well as those from in MakeHuman.

Also what kind of armature are you exporting as?
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Re: Import Skelton with MakeHuman model

Postby rjpeek » Sun Jan 20, 2013 5:15 pm

What are differences between different export options? If I export using "Wavefront obj" I see the Skeleton option. If I select it and export my character, then import it into Blender will I see three objects (root mesh "the body, the skin", skeleton mesh and rigging "bones"). If I export using "Blender exchange (mhx)" there is no Skeleton option but there is an Advanced spine option. I think the Advanced spine option gives the character more defined rigging "bones" in the character's spine for greater posing. I've only selected the "Use mhx rig" option under the Blender exchange (mhx) to export. First can MakeHuman create a skeleton mesh object with root body mesh object? Lately I have been messing around with DAZ 3D and bought their V4 Skeleton for the V4 body mesh, this is what I think MakeHuman can do too.
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