Known Problems with Blender MH Community Plugin Rigifiy

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Known Problems with Blender MH Community Plugin Rigifiy

Postby TCarp » Sun Apr 04, 2021 7:34 pm

This thread is for known problems with the Make Human Blender Community Plugin, specifically with the rigify feature set. I posted many months ago, on an unrelated thread, that the rigify feature set has a few errors. I will post here for better notice. Please feel free to add with problems you have discovered with the rigify feature set. I am using the latest stable version of Make Human, the latest MH Blender Community Plugin (for rigify feature set), and blender 2.83.13.
The first problem is that the rigify rig cannot be named before creating the rig. This is a problem as without the ability to name it, you cannot append multiple rigify characters into the same blender document without their Rigifiy User Interface scripts running into each other. I create the characters but since all their widgets are named the same, it confuses the rig ui python script when multiple rigs are in the same blender document. Only the first rig actually gets the needed user interface this way. The manual way of creating a rigify rig allows you to name the rig before creating it. This gives are unique name to each widget, the user interface script, and where they correspond in the ui script. It would be nice if the MH Community Plugin also allowed you to name the rig using the same idea as the manual way. It could even use the character's name in the MH metadata for added integration, but that is just extra really.
The other problem I have encountered is the automatic rigify creation by Make Human puts the breast bones on the character's back instead of their front.
If you have found additional problems feel free to add them to this thread.
I am overall pleased with the feature set as it does many and most things right. Unfortunately I cannot use it in my workflow yet because of the multiple rig UI's causing problems when in the same Blender document. It will save me much time to get this resolved.
TCarp
 
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Re: Known Problems with Blender MH Community Plugin Rigifiy

Postby joepal » Mon Apr 05, 2021 12:53 pm

From what I gather, this concerns the feature branch regarding rigify in MPFB 1? I consider that a rather failed experiment, since the approach doesn't cater for weight painting etc. This quite apart from the horrific time it takes to run the setup process.

Based on an approach suggested by Andrea Rossato in https://www.youtube.com/watch?v=zmsuLD7hAUA, I have rewritten the rigify functionality from scratch in MPFB 2. You can find information about MPFB 2 here: https://github.com/makehumancommunity/mpfb2

With this approach, you get a more or less instant rigify setup with preserved weight painting. Downside is you don't get a face rig yet. I haven't gotten that far.
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Re: Known Problems with Blender MH Community Plugin Rigifiy

Postby TCarp » Mon Apr 05, 2021 6:33 pm

Thanks Joe, you've put lots of work into this. I have now upgraded to version 2. There is still no way to name the rigify rig before creating it. If you read my first post on this thread you'll see that without being able to name the rigify rig, multiple characters UI's run into each others' UI Python scripts. Having this naming feature is important for having multiple characters in the same scene.
Also, I noticed the many facial bones are missing. While almost all of them can be achieved with shape keys, having at least a jaw bone would help. I know MakeHuman used to have a shape key for the jaw which worked fine. Also, do you know a way to import face shape keys from MakeHuman to Blender using MPFB 2. I can create each shape key myself on each character, but why automate? Thanks for your work on version 2.
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Re: Known Problems with Blender MH Community Plugin Rigifiy

Postby joepal » Wed Apr 07, 2021 12:09 pm

Ok, now I understand the name problem better. That should not be hard to do something about.

The jaw problem is a bit worse. The "default" rig has facial bones, but it is not otherwise compatible with rigify (it has five bones instead of three in arms for example). The "game engine" rig is compatible with rigify but have no facial bones. If bones are added by the script, there will be no re-usable weight painting.

I have a few ideas on how to get around this, but it'll take some time fix.
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Re: Known Problems with Blender MH Community Plugin Rigifiy

Postby joepal » Thu Apr 08, 2021 9:08 am

I've now pushed https://github.com/makehumancommunity/m ... ace24ea4df to address the name issue. It will appear in tomorrow's nightly build.
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Re: Known Problems with Blender MH Community Plugin Rigifiy

Postby TCarp » Mon Apr 12, 2021 10:43 pm

Thanks Joe this solved the rigify problem. Are there any plans to add shape keys for for MPFB 2?
TCarp
 
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Re: Known Problems with Blender MH Community Plugin Rigifiy

Postby joepal » Tue Apr 13, 2021 7:37 am

TCarp wrote:Thanks Joe this solved the rigify problem. Are there any plans to add shape keys for for MPFB 2?


I think you'll find that the support is already there, at least partially. If you go to the "new human" tab, you can create a basemesh with macro targets added as shape keys. I'm planning to extend this to have a feasible UI for adding additional targets.
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Re: Known Problems with Blender MH Community Plugin Rigifiy

Postby TCarp » Tue Apr 13, 2021 3:50 pm

All of the shape keys I could find were related to modeling. Am I not able to find something? I am looking for facial shape keys for animating. Also, I am looking for a way to use these with a rig imported from MakeHuman not one made in blender. Thank you for your speedy replies.
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Re: Known Problems with Blender MH Community Plugin Rigifiy

Postby joepal » Wed Apr 14, 2021 2:31 pm

It's a work in progress. As of yet, the shape key section you found is the one which is available.
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