Tutorial: MH 1.1.0 to SL/Opensim

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Re: Tutorial: MH 1.1.0 to SL/Opensim

Postby Edde » Thu Feb 19, 2015 5:44 pm

Bo Orsini wrote:
Edde wrote:
Bo Orsini wrote:All good! But I still miss your Blender screenshot. ;)


But Bo, you said to SKIP the steps in Blender, you said to upload the makehuman new file to SL.

Or I miseranderstood ?


I think you misunderstood that. For now it's not yet possible to skip the Blender step. We're getting close though. Still, it's needed to import into Blender and then export it again.


So, I imported the collada to Blender and I select export as Collada. This next windows is correct???
Image
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Re: Tutorial: MH 1.1.0 to SL/Opensim

Postby Bo Orsini » Thu Feb 19, 2015 5:48 pm

Edde wrote:So, I imported the collada to Blender and I select export as Collada. This next windows is correct???


Disable 'Triangulate' if you want, also disable 'Deform Bones Only' and save it as different name so that you know which one is from Blender and which one is your original. ;-)
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Re: Tutorial: MH 1.1.0 to SL/Opensim

Postby Edde » Thu Feb 19, 2015 6:30 pm

Now it worked but...

The legs pelvis area now is perfect! But the SIZE of the SHOULDERS are too long, even trying to edit the shape in SL because the shoulder bone is too long and the arms are away from the torso.
Arms should be close to the body as in real life
See the PICTURE
Image

this is the model as it should be, as it should appear. I used avaStar to make the rig but it is veeeeeery complicated and takes a lot of time.

Image
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Re: Tutorial: MH 1.1.0 to SL/Opensim

Postby Bo Orsini » Fri Feb 20, 2015 4:22 pm

Edde wrote:Now it worked but...

The legs pelvis area now is perfect! But the SIZE of the SHOULDERS are too long, even trying to edit the shape in SL because the shoulder bone is too long and the arms are away from the torso.
Arms should be close to the body as in real life


Edde, this depends also on the shape you try to model. Please realize that MH is still under development and I'm not the person who can make miracles come true. I will however, try to find the best locations of the joints to be used when I have time to do so. After all, and I quote:

If you're downloading a nightly please don't expect things to work 100%. We make them available to you so you can try things out and report any bugs that you find. This process helps us ensure our final releases are the best they can be.


Avastar is something else. Their developer has much more experience with Blender than I do. Don't we all want to skip that Blender step? That's what I try to achieve; A fully compatible SL/Opensim/OSGrid rig for all shapes, without using Blender. When this happens, MakeHuman can become #1 Mesh Body Creator for these compatible worlds. And if I can retopo the model into a standard SL UV, we can even use existing system clothing, but that is the future we talk about. ;)
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Re: Tutorial: MH 1.1.0 to SL/Opensim

Postby Edde » Fri Feb 20, 2015 5:43 pm

Bo Orsini wrote:
Edde wrote:Now it worked but...

The legs pelvis area now is perfect! But the SIZE of the SHOULDERS are too long, even trying to edit the shape in SL because the shoulder bone is too long and the arms are away from the torso.
Arms should be close to the body as in real life


Edde, this depends also on the shape you try to model. Please realize that MH is still under development and I'm not the person who can make miracles come true. I will however, try to find the best locations of the joints to be used when I have time to do so. After all, and I quote:

If you're downloading a nightly please don't expect things to work 100%. We make them available to you so you can try things out and report any bugs that you find. This process helps us ensure our final releases are the best they can be.


Avastar is something else. Their developer has much more experience with Blender than I do. Don't we all want to skip that Blender step? That's what I try to achieve; A fully compatible SL/Opensim/OSGrid rig for all shapes, without using Blender. When this happens, MakeHuman can become #1 Mesh Body Creator for these compatible worlds. And if I can retopo the model into a standard SL UV, we can even use existing system clothing, but that is the future we talk about. ;)

1) Bo, I used the regular shape, I used my shape that is totally proportional, I used a shape with a minimum shouders. Nothing works because this RIG or skeleton of MakeHuman there is a space between arms and torso, on the pit area.
2) Avastar it is a blender plugin only for Second LIfe, where we open a Model to add RIG, the results is perfect, but it is very complicated because we need to adjust the weight paint.
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Re: Tutorial: MH 1.1.0 to SL/Opensim

Postby PralineB » Thu Apr 02, 2015 5:36 am

Thank you for this so useful tutoriel ! I translated it in french for FrancoGrid 's users
http://francogrid.org/forum/1574
We have a big festival around avatar "Fest'Avi" next june with avatars to build in full perms for the opensimulator metaverse and its a good way for the newbies to discover MakeHuman and the easy way to upload rigged mesh avatars without knowledges with Blender ahd avastar.

I have applied the tutorial and it works very nicely !

Thank you for this sharing ;)
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Re: Tutorial: MH 1.1.0 to SL/Opensim

Postby Bo Orsini » Sat Jun 27, 2015 11:30 am

Good news!

I was just able to import a collada model from MH r1955 (Nightly Build 20150626) directly to the beta grid in Second Life without Blender and it looks somewhat normal.

Feet On Ground, Z Up - Face X, Local = Global, Meter (This was actually my first try after a long time with these new options to export and those seemed to be the most appropriate and logical for SL.)

I can't say everything is fixed yet because I tried to import with skin weight only and a version with skin weights + Joints enabled and they seemed to be the same after. However, I recommend trying out all options BEFORE asking me why it looks weird. I'm still trying to find the best options myself too. For example: Your eyes are still dislocated so we may have to hide those with a full alpha texture, but... this may be fixed or not after a relog in SL.

For everyone who has trouble with the textures: Always use textures without an alpha (24bit TGA - alpha DISABLED) Except: Eyelashes and eyebrows if you use them.

Oh btw, you still use the normal skeleton, not the fitted mesh/fitmesh skeleton so sliders will only work if you adjust lengths of bones in SL. Remember that. You can create your MH doll as cool as you want but the result will still not exactly be the same if you wear a different shape than the one you made within MH... Oh, and use the betagrid for testing? Saves a lot of money there. ;)
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Re: Tutorial: MH 1.1.0 to SL/Opensim

Postby Déesse » Sat Jun 27, 2015 2:13 pm

Thank you for the hint, Bo, it works! I see no difference in the "blue boys", one imported directly, the other one converted with avastar.

Oh, and use the betagrid for testing? Saves a lot of money there


Why not use Opensim? It's free :)

Anyone interested in a tutorial how to use Avastar? Attention: it's NOT free (but worth every cent!) You can animate any mesh! Example: I separated head and body, so it's possible to get a more detailed skin.


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Re: Tutorial: MH 1.1.0 to SL/Opensim

Postby CursaCharisma » Sun Jun 28, 2015 1:09 am

Yes, I would very much like a step by step tutorial for using Avastar to go from MakeHuman (1.1 nightly build) to OpenSim (or Second Life) with corrected armature (shoulder/armpit area, et c.).

Please! :)
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Re: Tutorial: MH 1.1.0 to SL/Opensim

Postby Pina » Thu Jan 04, 2018 7:21 pm

Hi,

I did all this but after hours of work and trying not to kill myself, I eventually managed to get one of the avatars in SL.

It seems rigged, but not properly. It looks like a twisty-weird thing all over the place. What am I doing wrong? I followed instructions step by step, including using the OpenSim/SL bones in Make Human.

Thanks!
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