by aljo » Sat Jun 05, 2010 10:28 am
After copying the PythonModules folder from the alpha build to the nightly build makehuman ran successfully on my Win7x64 machine.
Just thought I'd let ya know.
Other odds and ends:
Copied the new import_scene_mhx.py to the \.blender\scripts\addons folder.
When trying to import a mhx using the Gobo foot rig option I get the following error and the import does not finish successfully.
Traceback (most recent call last):
File "F:\PROGRA~1\BLENDE~3\.blender\scripts\addons\import_scene_mhx.py", line 2183, in execute self.properties.fingerRig))
File "F:\PROGRA~1\BLENDE~3\.blender\scripts\addons\import_scene_mhx.py", line 296, in readMhxFile parse(tokens)
File "F:\PROGRA~1\BLENDE~3\.blender\scripts\addons\import_scene_mhx.py", line 362, in parse parse(sub)
File "F:\PROGRA~1\BLENDE~3\.blender\scripts\addons\import_scene_mhx.py", line 415, in parse parseProcess(val, sub)
File "F:\PROGRA~1\BLENDE~3\.blender\scripts\addons\import_scene_mhx.py", line 1812, in parseProcess eb = ebones[val[0]]
KeyError: 'bpy_prop_collection[key]: key "FootRevIK_L" not found'
Also:
After successfull import several of the bones have locks on the scale and location. This prohibits resizing the armature without hunting down all the bones with locks and unlocking them. And even after finding the bones with the locks, some of them have been set to be unselectable. So those bones have to be hunted down in the outliner.
As a general rule Blender uses a scale of one blender unit equals one meter (making the average makehuman character 17 meters tall.) If the makehuman characters are going to be used in an existing scene they need to be able to be resized.
Anyway, just some ramblings from me.
Cool program your creating here.
Best of luck with it.
aljo