MPFB: creating a human mesh

Works in progress and technical screen shots.

Moderator: joepal

MPFB: creating a human mesh

Postby joepal » Tue Mar 30, 2021 6:32 am

MakeClothes and MakeTarget have had functionality for loading some variations of the base mesh directly from disc rather than importing over the socket. In MPFB I've now played around a bit with improving this.

The results so far are these:

new_human.png


On the "New human" tab you can create a new human mesh with a few parameters.

This will:

* load a base mesh
* assign the applicable macrodetail targets as shape keys
* set up applicable vertex groups
* add a mask

The upside of this approach is that you can vary the shape key values afterwards to tweak the look of the mesh.

The idea is that this should be possible to use with both MakeClothes and MakeTarget, but also as a starting point of its own for modeling projects.
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Re: MPFB: creating a human mesh

Postby Elvaerwyn » Tue Mar 30, 2021 2:07 pm

Right on Joel, that's a great option for workflow! This is one of the areas that needed some TLC. Ty
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Re: MPFB: creating a human mesh

Postby Shubhampatilart » Mon Mar 07, 2022 10:32 am

Agree I did try doing some improvement with the shape key, work pretty well
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Re: MPFB: creating a human mesh

Postby mikejt » Fri Sep 16, 2022 8:33 am

EDIT: I just found the page for bug reports. You can ignore this.

I just installed the MPFB addon for the first time in Blender 3.3.

I noticed that when I chose to Convert to Rigify, the feet are twisted.

Are you guys taking bug reports? If so, where can I submit information?


Thanks


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Re: MPFB: creating a human mesh

Postby joepal » Fri Sep 16, 2022 8:36 am

Yes, we really want bug reports. I thought I had fixed the foot twist problem though.

Information about how to make a formal bug report is here: http://static.makehumancommunity.org/mp ... a_bug.html

The foot twist bug is/was described here: https://github.com/makehumancommunity/mpfb2/issues/30
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