Armature and weight painting issues

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Re: Armature and weight painting issues

Postby blindsaypatten » Tue Apr 11, 2017 2:33 am

wolgade wrote:You actually discovered the concept of having a deformation rig which is driven by a control rig. That's exactly how the MHX rig works. You might want to have a look at it.


I tried to get an MHX rig based on the info on this page: https://thomasmakehuman.wordpress.com/2015/08/29/expressions-and-poses/

But I couldn't get it to work. Is it working for you with the current release of makehuman?
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Re: Armature and weight painting issues

Postby loki1950 » Tue Apr 11, 2017 3:59 am

Expressions yes poses no use the change rig option on the mhx2 importer's tool self panel and choose exported mhx works fine for me with blender 2.78c and MH 1.1.1 if you use the default rig the default poses are available not any of the extras as they are loaded from with in the mhx runtime.

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Re: Armature and weight painting issues

Postby wolgade » Tue Apr 11, 2017 11:54 am

On MHX2 import you have to check "Override Exported Data"
1.jpg

then scroll down and choose your rig
2.jpg
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Re: Armature and weight painting issues

Postby blindsaypatten » Tue Apr 11, 2017 12:48 pm

Those are the settings I've used, but I get this error:
MHXRigError.png


These were the export settings I used:
ExportSettings.png


My Blender is 2.77a.
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Re: Armature and weight painting issues

Postby wolgade » Tue Apr 11, 2017 2:46 pm

Did you enable "Auto Run Python Scripts" in Blender? It's disabled by default.
1.jpg
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Re: Armature and weight painting issues

Postby blindsaypatten » Tue Apr 11, 2017 3:26 pm

wolgade wrote:Did you enable "Auto Run Python Scripts" in Blender? It's disabled by default.
1.jpg


Yes, it is checked.

Edit: I just created a character wit no pose, no topology, and the default skeleton and successfully imported it with an MHX skeleton. That is a pretty funky skeleton representation! It doesn't look like the knee deformation acts any differently than the default skeleton.

I'll have to see if I can figure out what the difference was with the other character. Thanks for your help!
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Re: Armature and weight painting issues

Postby wolgade » Tue Apr 11, 2017 5:19 pm

blindsaypatten wrote:That is a pretty funky skeleton representation! It doesn't look like the knee deformation acts any differently than the default skeleton.

As far as I got this, it uses the default MH rig for deformations so it probably inherits its problems. The visible bones belong to the control rig. I must admit that I'm quite a noob when it comes to rigging. I might have mistaken something.
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Print vertex numbers

Postby blindsaypatten » Tue Apr 11, 2017 7:49 pm

In case anyone else didn't know about it, you can hit Space and type Print vertex numbers and it will print the indices of all the currently selected vertices.

I was hoping for something that you could put in the vertex number and it would select it, but haven't found it yet.
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Re: Armature and weight painting issues

Postby punkduck » Tue Apr 11, 2017 11:04 pm

Mindfront wrote:
I dont know about reusing bones but you can reuse a shape key by copy it to another mesh that have the same amount of vertices and topology. As I know you can only copy one shape key at a time.

Select the mesh, that have the desired shape key and select the shape key you want to copy.
Shift select the mesh that shall receive the shape key, then in the shape key window select "Transfer Shape Key". Unable pin.
Transfer_Shape_Key.png

If the receiving mesh does not have any shape keys a "Basis" will automatically be created.


Wow. I did not know that. Okay that is indeed something I've to test. Maybe it is not the way most of us like to solve the problem. But reusing the keys will be helpful. Thanx :D
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