OpenSim Jiggle Rig

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Re: OpenSim Jiggle Rig

Postby badwolf » Mon Mar 07, 2016 7:54 pm

you have to do a bounce past Blender to prep but


go in pose tab set Opensim rig and T-pose
export as DAE set options as showing in https://gyazo.com/b21810c51a89228106404eebf5636884

import into Blender (should be a recent version ie 2.7??)

tweak as needed

SELECT ALL in blender

export back out as DAE set options as showing https://gyazo.com/33929a9d06d901781047d1853bc069ff (there is an opensim rigged preset for this)

upload your textures and then upload your model (please note it will be heavy)
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Re: OpenSim Jiggle Rig

Postby bigmac » Tue Mar 08, 2016 3:48 pm

Un-check "include joint positions.
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Re: OpenSim Jiggle Rig

Postby Quit » Tue Mar 08, 2016 7:36 pm

I'm thinking more and more that the rig is wrong or something has changed within Blender's export, no matter what I do I end up with the same result - incorrect bandy legs, neck to short. Even exporting as MHX2 into blender has the same results.

Image
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Re: OpenSim Jiggle Rig

Postby bigmac » Wed Mar 09, 2016 12:18 am

It's not Blenders export..it's Makehumans failure to update the rigs.
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Re: OpenSim Jiggle Rig

Postby Déesse » Wed Mar 09, 2016 12:52 pm

Yes, I agree, the direct upload did not work properly. But following the instructions and export via Blender, everything works fine (without Avastar). I add a today's screenshot. I was even successful with converting (this time using Avastar) to the experimental Second Life bento bones http://www.makehumancommunity.org/forum/viewtopic.php?f=15&t=13135

MHtestmodel.jpg
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Re: OpenSim Jiggle Rig

Postby Quit » Thu Mar 10, 2016 5:03 pm

Well I have no idea how people are managing to make this work, I followed the instructions here viewtopic.php?f=14&t=12095, which should rule out the problem being a different version of MH and Blender, and as you can see on the preview upload window, the rigging is still a mile off

Image


*shrugs*
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Re: OpenSim Jiggle Rig

Postby Déesse » Thu Mar 10, 2016 6:29 pm

Okay let's find out where the problem starts.
1. Please have a closer look at the the first 2 illustrations (4 pictures) of the first post:
http://www.makehumancommunity.org/forum/viewtopic.php?f=14&t=11970
2. Import your character into blender
3. Select all and export as .dae. Nothing more.
4. Upload

If this doesn't work we will try more detailed steps.
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Re: OpenSim Jiggle Rig

Postby Quit » Thu Mar 10, 2016 9:09 pm

See I can't do that, as the current nightly build doesn't include an Opensim rig, and the Tpose has the legs apart which, as others have noted in the thread you linked to, doesn't look right when used with Opensim/Second life.
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Re: OpenSim Jiggle Rig

Postby Déesse » Fri Mar 11, 2016 9:15 am

Next tutorial in this topic:
http://www.makehumancommunity.org/forum/viewtopic.php?f=14&t=12495

and in my example video you can see that animations work perfectly.
http://www.makehumancommunity.org/forum/viewtopic.php?f=2&t=11536
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