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New MakeShapes addon for Blender and UE4

PostPosted: Sat Apr 18, 2020 2:49 pm
by AssetDK
I made my very first addon for Blender, and naturally it is a little helper for UE4.

MakeShapes was based on MakeTarget2 and will import targets as shape keys, after that you can export all the shape keys as a faceshapes.mxa file, and MHX2 import will happily process this file and add the shape keys to your MHX2 imported characters (both base and proxy mesh).

Finally you can export this to FXB and all the the targets/shape keys will work in UE4 - and probably other game engines.

You can find further addon documentation in the wiki: http://www.makehumancommunity.org/wiki/Documentation:MHBlenderTools:_MakeShapes#Using_MakeShapes
and you can find the addon on GitHub: https://github.com/AssetDK/makeshapes

In the next version of this tool I will add attempt to turn all "expression builder" targets into shape keys. :P

Re: New MakeShapes addon for Blender and UE4

PostPosted: Tue Apr 21, 2020 8:31 am
by AssetDK
I made the next version of the tool, so I can now make even more targets into shape keys. That is all of those on the "Expression blender" page.

However I also see a serious problem - and I need some tips! The shape keys are all working in Blender, but It looks like the eyes (mesh) is not following the shape keys, where as the brows and teeth are following along just fine. Running over the MHX2 import I do not see any specific code that should handle this, so I wonder if the eyes have a different setup, or if I somehow get them imported wrong? :?:

Re: New MakeShapes addon for Blender and UE4

PostPosted: Sat Jul 25, 2020 9:55 pm
by polylearn
This is a really useful addon, there are only a couple of issues:
  1. On non-Windows platforms you get the following error when trying to load shapes from targets:
    FileNotFoundError: [Errno 2] No such file or directory: '/home/user/MH-targets\\elf-ears.target'
    There is an easy fix for this; change the double-backslashes on lines 61 and 77 of loadshapetarget.py to a forward-slash.
  2. This kind of direct usage of the MH targets probably makes the results (and any work containing those results?) fall under the AGPL instead of CC0, based on the discussion here: viewtopic.php?f=7&t=15012

Edit: Please someone correct me if any of my assumptions is wrong, but it seems like exporting the shape keys created by MakeShapes into a game might create some questionable licencing situations:
  • If I expose to the player of my game the shape keys which are direct copies of MH targets, this is probably "conveying" of the covered work as the AGPL licence means it?
  • If I include the shape keys directly made from the original targets inside a running game engine or in an external library file to procedurally create NPC's, i.e. produce visible output from this functionality, but do not allow the player direct access to the shape keys, I would still have to release the source code to my game under the AGPL because my game contains or requires the covered work or a "translation" of it?
  • Only if I use the targets/shape keys to pre-produce new morphs, shapes or 3d models which cannot be used to re-create the original MH targets (i.e. reverse engineered) after being exported, even if the results or their combinations may seem very similar to some (combination) of the original targets, they would be CC0 and could be used inside a game engine in whatever way?
From the AGPL text: "The output from running a covered work is covered by this License only if the output, given its content, constitutes a covered work."

By the way, the "full text of the license" and "license explanation" pages linked from Documentation:Legal and FAQ: Can I sell models... cannot be found.

Re: New MakeShapes addon for Blender and UE4

PostPosted: Tue Jul 28, 2020 9:02 am
by joepal
We will review and update the licensing text for the stable release of 1.2.0. But it'll be a few weeks until we get that far.

Re: New MakeShapes addon for Blender and UE4

PostPosted: Thu Jul 30, 2020 1:41 pm
by nomorecookies
I just wanted to say, thank you very much for this! it has helped tremendously

"The shape keys are all working in Blender, but It looks like the eyes (mesh) is not following the shape keys, where as the brows and teeth are following along just fine."

Have you been able to make any progress on this point? i have been trying to make my own shape keys, but the ones included are much better.

Thanks again, and best of luck!