Bo's tutorial MakeHuman Alpha 8 models to SL and OS

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Re: Bo's tutorial MakeHuman Alpha 8 models to SL and OS

Postby Bo Orsini » Mon Feb 16, 2015 4:26 pm

CursaCharisma wrote:Hi Bo,

Alas, the joints from MH and SL differ. I'm trying to convince the team to update the Opensim/SL rig to match both world but it seems to be a huge problem to relocate a few heads and tails from bones to make the rig compatible and wear existing mesh clothing... (fyi, I'm doing that myself now.)


Are you doing that inside Blender? Is it possible you might provide a lovely step by step tutorial on how to do that?
:)


Not really. You really need to gain some experience with Blender for that. I can't make a default rig for shapes like MH does because all results exported from MH are different for each change in height or length of arms and legs when you import the collada model from MH into Blender. So, all armatures are different. The weights are however pretty much the same for all exported models. So, don't touch the weights unless you are going to work on Fitted Mesh or FitMesh (The bodies that will follow all sliders of the basic bodies and have physics enabled - and note: that is NOT easy with a MH body due to a massively topology difference. Sooner or later I will have that solved too...).

I always advise to work on a copy within Blender. Just import the model twice on a different layer if you don't know how to copy a full armature including the meshes. (Normally in object mode, select all = key A, then Shift+D, click mouse left and press key M to move to a different layer if you still have all selected, click the desired layer and your models and armature will be copied to that layer.)

After that it's editing time for the armature. Move heads, tails or entire bones (I use stick figure and xray for the armature for a better view) by grabbing them (G) and axis X/Y or Z (press that key after too). Don't be afraid to do something wrong, you are working on a copy, not your original. When you made changes and are ready to export your copy, always update your entire selection by going into object mode and apply location, rotation, scale. After that, you can export as collada using the preset for Opensim/SL to check your results. I always test my models on the betagrid in SL which is the same as the maingrid but won't cost you money. Of course, you can't take that model with you on the maingrid. But until you are testing, it's a good way to see every change made to your model with Blender. Helps me a lot to see what I did or did wrong.

Really, I wish there was a simpler explanation but I can't make it more simple than here. But, you really gained some sort of basic Blender experience when you manage to update the armature yourself. Believe me, this is not easy though. After all, I'm starting to like Blender a lot. And a few years ago, I wouldn't say that so easily. ;-)

lol, I wanted to keep the answer brief but ended up with a Blender bible for dummies... Sorry! :mrgreen:
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Re: Bo's tutorial MakeHuman Alpha 8 models to SL and OS

Postby Edde » Mon Feb 16, 2015 6:57 pm

Hello Bo, is possible you and Thomas create a RIG to use on makehuman or an "SL ADDON" for MH that we can save files there in Collada and works in SL?
A simple way to create the avatar in MH and save as Collada do SL and upload to there?
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Uploading Unstable Nightly models to SL and OS

Postby Bo Orsini » Mon Feb 16, 2015 9:57 pm

Edde wrote:Hello Bo, is possible you and Thomas create a RIG to use on makehuman or an "SL ADDON" for MH that we can save files there in Collada and works in SL?
A simple way to create the avatar in MH and save as Collada do SL and upload to there?


There is already such a rig. Download the latest Nightly Build Unstable HERE and make sure that it runs. Load your model and update all geometries used for that model, and also choose the topology that fits best to your model, depending on the use. If you choose the Opensim skeleton under Pose/Animate plus the t-pose, you already have a good basic T-posed model, ready to export as collada/.dae to use in Blender. Just make sure you export to Collada with Feet on Ground Enabled and Body Z, Face X. Also select METERS, not decimeter.

Import that model in Blender.

Don't touch anything (keep all selected like it was - all geometries aka meshes should be selected INCLUDING the Armature) and export it as collada again. Use the preset Opensim/SL RIGGED during the export - normally this will be seen in an options window on the left, depending on your layout:

export_prefs_collada.png


And these options are showing after you chose the RIGGED preset:

export_prefs_collada_2.png


Save it under a diff name and upload that .dae to SL/Opensim.

This is the new and simple way when you use an unstable nightly build. So... I suggest to install that to start experimenting. If you need a better rigged avatar, have patience or... try to edit the armature yourself. Just update - aka APPLY - your entire selection in object mode when you do. Something like this (and that is indeed a different body than MH, normally I use MH bodies, not this one!):

MyLayout.png
My Layout.


Oh, for those who get the MAV_ERROR blahblah, only import your model in SL using the highest LOD. Again, set the others to 1 and it will calculate the lowest amount of vertices needed to show for that Level Of Detail aka LOD. But, I'm sure you all know by now how to upload rigged meshes. Don't ya?
Last edited by Bo Orsini on Tue Feb 17, 2015 8:57 am, edited 1 time in total.
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Re: Bo's tutorial MakeHuman Alpha 8 models to SL and OS

Postby Bo Orsini » Mon Feb 16, 2015 10:06 pm

PS, I'm not part of the team that creates MH, I'm just an enthusiast and still think MakeHuman has the best models for use in SL and compatible worlds. Despite a few flaws, they can actually be used already and I'm really happy to see they've come this far already. Everyone with a bit of Blender know-how (needed less and less!) can upload their own model now. And with a bit of armature editing, I can even keep wearing my existing wardrobe if my shape will not end up too tiny because THAT is what I'm trying to achieve. And it's still possible, it just takes time to find the best joint positions.

Remember, I'm doing this for SL/OpenSim/OSGrid users in my own time as a hobby. And there are more of those worlds and users than the team realizes perhaps. 8-)
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Re: Bo's tutorial MakeHuman Alpha 8 models to SL and OS

Postby Edde » Tue Feb 17, 2015 6:42 am

Thank you so much, BO. I going to try this. :)
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Re: Bo's tutorial MakeHuman Alpha 8 models to SL and OS

Postby CursaCharisma » Tue Feb 17, 2015 7:03 am

Bo, thanks for the "Blender Bible for Dummies" - from a real Blender dummy! :)
I will try and feel my way through it as I did your other excellent tutorial for going from MH 1.0.2 via Blender to SL/OS.

Bo Orsini wrote:PS, I'm not part of the team that creates MH, I'm just an enthusiast and still think MakeHuman has the best models for use in SL and compatible worlds. Despite a few flaws, they can actually be used already and I'm really happy to see they've come this far already. Everyone with a bit of Blender know-how (needed less and less!) can upload their own model now. And with a bit of armature editing, I can even keep wearing my existing wardrobe if my shape will not end up too tiny because THAT is what I'm trying to achieve. And it's still possible, it just takes time to find the best joint positions.

Remember, I'm doing this for SL/OpenSim/OSGrid users in my own time as a hobby. And there are more of those worlds and users than the team realizes perhaps. 8-)


Fully agreed, MakeHuman is already a huge achievement, and is very, very close to being a complete solution for Second Life / OpenSim use. Respect and gratitude to the dev team - anything sounding like impatience is just excited anticipation! :D

And yes there are definitely hundreds or thousands of people using Second Life and/or OpenSim who simply can't handle even the simplest of Blender operations, but will go nuts (in a good and productive way) once MakeHuman gets all the way there for them!
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Re: Bo's tutorial MakeHuman Alpha 8 models to SL and OS

Postby Edde » Wed Feb 18, 2015 1:12 am

Thank you so muchm BO.

Well, I downloaded the 4th one of this list: http://gyazo.com/03e3d9d711f7dd766644ddd91fddc4d7

this version has the same rigs: http://gyazo.com/549affa784502950748c0f76ac90c318

Now saving the file: http://gyazo.com/bb3814f9cb32c612390afcc7dcb94dbe , I need to save only as Collada and open in Blender? Or I will need to follow all steps of the biguining of this topic even using this new Makehuman?
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Re: Bo's tutorial MakeHuman Alpha 8 models to SL and OS

Postby Manuel » Wed Feb 18, 2015 8:31 am

Today I uploaded on tuxfamily a modifed version of the skeleton that fix the difference in collars reported in this image:
download/file.php?id=2193&mode=view
Hopefully the new rig should fix this problem:
http://bugtracker.makehuman.org/attachm ... mhtest.jpg
The reference issue is:
http://bugtracker.makehuman.org/issues/626

The modfied rig will be in the next nightly build, but if you want to try it on the fly, you can download it directly from:
http://download.tuxfamily.org/makehuman ... ensim.json
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Re: Bo's tutorial MakeHuman Alpha 8 models to SL and OS

Postby Bo Orsini » Wed Feb 18, 2015 8:32 am

Edde wrote:Thank you so muchm BO.

Well, I downloaded the 4th one of this list: http://gyazo.com/03e3d9d711f7dd766644ddd91fddc4d7

this version has the same rigs: http://gyazo.com/549affa784502950748c0f76ac90c318

Now saving the file: http://gyazo.com/bb3814f9cb32c612390afcc7dcb94dbe , I need to save only as Collada and open in Blender? Or I will need to follow all steps of the biguining of this topic even using this new Makehuman?


Please follow the tutorial here with a new UNSTABLE Build.
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Re: Bo's tutorial MakeHuman Alpha 8 models to SL and OS

Postby Edde » Wed Feb 18, 2015 9:52 pm

Bo Orsini wrote:
Edde wrote:Thank you so muchm BO.

Well, I downloaded the 4th one of this list: http://gyazo.com/03e3d9d711f7dd766644ddd91fddc4d7

this version has the same rigs: http://gyazo.com/549affa784502950748c0f76ac90c318

Now saving the file: http://gyazo.com/bb3814f9cb32c612390afcc7dcb94dbe , I need to save only as Collada and open in Blender? Or I will need to follow all steps of the biguining of this topic even using this new Makehuman?


Please follow the tutorial here with a new UNSTABLE Build.


Thank you so much , BO. this is very kind of you.
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