Use a makehuman rig with mpfb2

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Use a makehuman rig with mpfb2

Postby MrP » Fri Jul 08, 2022 9:32 pm

Is it possible to use a rig file from makehuman 1.2 with mpfb2? I know that mpfb2 uses rigs in json format
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Re: Use a makehuman rig with mpfb2

Postby joepal » Sat Jul 09, 2022 6:19 pm

No, you can't use a BVH rig file directly in MPFB2. However, you can first import a character together with a rig from makehuman and then save it as a JSON style rig in MPFB2.

It isn't in any way automatic, and the process is a bit rough around the edges and trial and error. But the relevant functions are on the developer panel in MPFB2.

The standard rigs (cmu_mb, game engine, default and default no toes) already exist in JSON format. Out of curiosity, which rig is it you want to convert?
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Re: Use a makehuman rig with mpfb2

Postby MrP » Mon Jul 11, 2022 7:02 am

Just a few game-engine ready rigs that also have facial bones. So everything i need for that is Developer -> Save rig?
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Re: Use a makehuman rig with mpfb2

Postby joepal » Mon Jul 11, 2022 8:18 am

Without having the UI in front of me, I remember it as there being buttons for both saving the JSON and for loading the JSON onto a new character. You might need to handle the weights in a separate step.

The user experience in this is probably not the best, as this is a developer tool intended for creating rig files that can be added to the source code. My guess is that you, for example, will not be able to save a character preset with a custom rig.

But if you're up for it, we can discuss how to improve this, so that using third part or custom made rigs becomes more accessible. Obviously, being able to comfortably use a third part rig through the whole process would be a good thing to have.
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Re: Use a makehuman rig with mpfb2

Postby MrP » Mon Jul 11, 2022 8:57 am

I managed to save the rig as json and the weights, but there is no option to load the weights
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Re: Use a makehuman rig with mpfb2

Postby joepal » Mon Jul 11, 2022 1:26 pm

Ok, I'll find some time to take a look at it tomorrow.
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Re: Use a makehuman rig with mpfb2

Postby joepal » Tue Jul 12, 2022 12:11 pm

I've now added a load weights button to the developer panel. It is pushed to the master branch, if you want to work from source. Otherwise it will appear in tomorrow's nightly build.

I've also created an issue for making it easier to work with third part rigs: https://github.com/makehumancommunity/mpfb2/issues/39
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Re: Use a makehuman rig with mpfb2

Postby MrP » Tue Jul 12, 2022 7:26 pm

Wow thanks, I'll try it out later. I really believe that game devs can benefit from this.
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Re: Use a makehuman rig with mpfb2

Postby joepal » Wed Jul 13, 2022 6:49 am

As a side note: If you have a rig you think is useful, then maybe it could be included with MPFB? That'd make it easier for everyone.
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Re: Use a makehuman rig with mpfb2

Postby MrP » Mon Jul 18, 2022 8:18 am

joepal wrote:As a side note: If you have a rig you think is useful, then maybe it could be included with MPFB? That'd make it easier for everyone.

I think that the Unity rig that can be found in the assets page can be useful. maybe with the addition of eyebrow bones
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