MakeTarget custom sliders only deforming 10%

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MakeTarget custom sliders only deforming 10%

Postby etienne_voice » Tue Jul 26, 2022 11:26 pm

I am relatively new to MH, so any help would be much appreciated. I'm using the MakeTarget2 v2.1.0 in Blender 3.2 and when I load my Custom targets into MakeHuman v1.2.0 I find that the moving slider all the way to the right only morphs the figure 10% towards the saved target mesh .
If I create 10 copies of the target file in the custom folder, I can get all the way to the intended shape, but the result begins to get sharp edges that were not in the Morph target in Blender.
Question:
What am I doing wrong when creating Morph Targets in Blender?

Many thanks for reading
etienne_voice
 
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Re: MakeTarget custom sliders only deforming 10%

Postby joepal » Wed Jul 27, 2022 7:12 am

I don't recognize this, and can't guess what's wrong here. Can you post the blend you used to create the target, and maybe I could take a look at it? You should be able to attach a blend file to a forum post.

I am currently hiking in the mountains though, so will have first opportunity to look at the blend when I get home on saturday.
Joel Palmius (LinkedIn)
MakeHuman Infrastructure Manager
http://www.palmius.com/joel
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Re: MakeTarget custom sliders only deforming 10%

Postby etienne.voice » Thu Jul 28, 2022 10:19 am

Thanks Joel, hope you enjoyed the outdoors and stayed safe.
I have attached the Blender file that creates the .target file. The 2 screen grabs show the MH custom slider result with 1 slider ( roughly 10% of the full Morph) and the result with 10 instances of the same Slider (100% of what I want) you can see the unchanged blender settings in the background of each image
Attachments
MH10sliders100percent.png
MH result with 10 copies of the identical slider
MH10percent.png
MH result with one Custom slider
MorphTargetToSave.blend
This is the blender file where I create the MorphTarget
(6.2 MiB) Downloaded 171 times
etienne.voice
 
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Re: MakeTarget custom sliders only deforming 10%

Postby joepal » Mon Aug 01, 2022 11:58 am

Ok, what happens here is that the scale factor on the base mesh ends up wrong by a factor of ten. This is also the reason why you need to apply the target ten times to achieve full effect.

The reason the scale ends up wrong is because the UI setting for scale mode isn't available. And the reason for that is that this is a setting from MPFB1, which I'm guessing you're not using.

So, a chain of bugs. I'll see to fixing MakeTarget standalone so that it is compatible with MPFB2, although I think that in the longer run it might be better to retire the standalone MakeTarget altogether since there is a more up to date version included in MPFB2.

Anyway, my primary suggestion to solve your problem is this:

* Install MPFB2 if you have not already done so. If you're unfamiliar with it, see quick start instructions on http://static.makehumancommunity.org/mp ... arted.html
* Rename the shape key to "PrimaryTarget" (see screenshot below)
* Use the version of MakeTarget included in MPFB2 to save the target.

use_mpfb2_maketarget.png


Having used this approach, the target looks sensible in MH.

Alternatively, you can wait a day for me to fix the bug in the standalone MakeTarget.

As a side note, you would also need to modify the helper geometry in order for the eyes to follow. Unfortunately, this geometry seems to be deleted on the base mesh in your blend file.
Joel Palmius (LinkedIn)
MakeHuman Infrastructure Manager
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Re: MakeTarget custom sliders only deforming 10%

Postby joepal » Mon Aug 01, 2022 12:05 pm

A fix for the issue in standalone maketarget has been pushed to https://github.com/makehumancommunity/c ... a0cb95fc68. It will end up in tomorrow's nightly build of maketarget.
Joel Palmius (LinkedIn)
MakeHuman Infrastructure Manager
http://www.palmius.com/joel
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Re: MakeTarget custom sliders only deforming 10%

Postby etienne.voice » Thu Aug 04, 2022 4:22 pm

An enormous thank you for the attention you have given to this. It's really appreciated. I will check this out tonight and feedback here
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