Re: MakeHuman and OpenSim
Posted: Sun Sep 28, 2014 8:55 am
I too noticed this after struggling to get a MakeHuman model into Second Life. I started using an imported SL rig, however that resulted in me needing to get someone who knew what they were doing, to move my model around to match the SL armature. Thusly, I then had to do my own weight painting from scratch. This proved to be too far beyond my patience level or knowledge and I tried importing straight from MH, saving as a DAE. This resulted in terribly morphed meshes, twisted arms, broken spines etc. The only plus being that, the head was in the right place lol.
SO after spamming every forum I could find, someone on here finally linked me a tutorial on the MH forums here : http://forum.makehuman.org/viewtopic.php?f=14&t=10028
This works to an extent EXCEPT that it BREAKS the SL avatar. Meaning whatever model you make in MH and set up with a SL armature, will not work with ANYTHING rigged in SL. No hair, no hands, no feet, no nails, no accessories, no clothing. I've including some pictures, lest it helps.
For this I used the newest 26 bone SL rig in the current MakeHuman official release.
NORMAL SL avatar :
MakeHuman Model over SL Avatar :
Resulting broken SL avatar after using MakeHumans model :
SO after spamming every forum I could find, someone on here finally linked me a tutorial on the MH forums here : http://forum.makehuman.org/viewtopic.php?f=14&t=10028
This works to an extent EXCEPT that it BREAKS the SL avatar. Meaning whatever model you make in MH and set up with a SL armature, will not work with ANYTHING rigged in SL. No hair, no hands, no feet, no nails, no accessories, no clothing. I've including some pictures, lest it helps.
For this I used the newest 26 bone SL rig in the current MakeHuman official release.
NORMAL SL avatar :
MakeHuman Model over SL Avatar :
Resulting broken SL avatar after using MakeHumans model :