Skin Attachment

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Skin Attachment

Postby sunxiaobang » Mon Mar 14, 2016 12:16 pm

The character and the embedded skeleton are disconnected until skin attachment specifies how to apply deformations of the skeleton to the character mesh. The attachment problem is finding bone weights for all vertices—how much each bone transform affects each vertex. I wonder if there is a rigging and skinning process in MH in order to animate the character .If there is, Could you show me the location store the bone weights data especially for skin mesh vertices ?
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Re: Skin Attachment

Postby Aranuvir » Mon Mar 14, 2016 12:35 pm

Not sure if you are looking for this file: makehuman / data / rigs / default_weights.mhw ?
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Re: Skin Attachment

Postby sunxiaobang » Tue Mar 15, 2016 7:27 am

Aranuvir wrote:Not sure if you are looking for this file: makehuman / data / rigs / default_weights.mhw ?

Thanks a lot , but I don't understand this file: makehuman / data / rigs / default_weights.mhw, The "description" of this file is "Weights for default makehuman mesh". Obviously, the default skeleton is more complex detailed than what I saw in the pose of MH interface. I need to know which armature is embedded in this pose and how to find this armature ?
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Re: Skin Attachment

Postby Aranuvir » Tue Mar 15, 2016 2:14 pm

Unfortunately I don't know that much about it. As far as I know MakeHuman uses internally always the Default Armature for its integrated poses, regardless you have chosen any armature or not. If you export a model with a pose but without an armature, the pose will become static. If you want to examine the rigs why don't you just export a model with rig to blender?
Since it is always emphasized, that the base mesh has a fixed count of vertices, I guess the default weight file includes for each bone name the corresponding vertex-numbers and per vertex its weight value between 0 and 1. I.e. first lines of the file: Bone breast.L has vertex 1399 with weight 0.016 and vertex 1400 with weight 0.018 etc. But I might be wrong.
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Re: Skin Attachment

Postby sunxiaobang » Wed Mar 16, 2016 2:40 am

Aranuvir wrote:Unfortunately I don't know that much about it. As far as I know MakeHuman uses internally always the Default Armature for its integrated poses, regardless you have chosen any armature or not. If you export a model with a pose but without an armature, the pose will become static. If you want to examine the rigs why don't you just export a model with rig to blender?
Since it is always emphasized, that the base mesh has a fixed count of vertices, I guess the default weight file includes for each bone name the corresponding vertex-numbers and per vertex its weight value between 0 and 1. I.e. first lines of the file: Bone breast.L has vertex 1399 with weight 0.016 and vertex 1400 with weight 0.018 etc. But I might be wrong.

Thanks, I try to get the rigging weights of the basic pose and its armature, how can I extract the corresponding bone weights from the file "makehuman\data\rigs\default_weight.mhx". BTW, In the file folder : makehuman-1.0.2-win32\data\rigs, how can I read the data of "basic.json" and "basic.thumb" .
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Re: Skin Attachment

Postby loki1950 » Wed Mar 16, 2016 3:23 am

how can I read the data of "basic.json" and "basic.thumb"


basic,json is just a text file with the json extension which means that it is a java script file so any real text editor while the basic.thumb is a png graphic file it's the thumbnail image that shows up in the MH GUI so not relevant.

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Re: Skin Attachment

Postby sunxiaobang » Thu Mar 17, 2016 2:02 am

How could I view this file:"makehuman\data\rigs\default.mhskel" in MH GUI .
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Re: Skin Attachment

Postby loki1950 » Thu Mar 17, 2016 3:56 am

Again it is a text file so a text editor one of the first principals of Unix is every things is a file usually a text file for human readability as Makehuman is a cross-platform app that is one of the design criteria that should be adhered too so the apps works with OSX and Linux not so much Windows as most of it's culture is closed source so the app devs do not what you to be able read their secrets :shock:

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