Page 2 of 5

Re: MakeHuman and OpenSim

PostPosted: Sun Sep 28, 2014 8:55 am
by Miltades
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 :
705bd83e08d67dc231ff251be2bede5b.jpg


MakeHuman Model over SL Avatar :
5779fb854e9be23838284373a81506b3.png


Resulting broken SL avatar after using MakeHumans model :
8044b4e37240f225073de725c1c947c9.jpg

Re: MakeHuman and OpenSim

PostPosted: Sun Sep 28, 2014 4:05 pm
by Manuel
Perhaps it's related to this: http://bugtracker.makehuman.org/issues/483

We have to finish the new rigging/pose system, and then fix these features.

Re: MakeHuman and OpenSim

PostPosted: Fri Oct 03, 2014 10:06 am
by Bo Orsini
Manuel wrote:Perhaps it's related to this: http://bugtracker.makehuman.org/issues/483

We have to finish the new rigging/pose system, and then fix these features.


It's partly related to that yes. In Alpha7 it worked (around 2012) without a scratch, rotations were good. With release 1.0 alas messed the rotations up. The difference in the armature above was already there though. Long neck, bulging eyes, elbows, shoulders, these deformed bones kept existing. But I'm glad to hear you're working on it Manuel. :)

Re: MakeHuman and OpenSim

PostPosted: Fri Oct 10, 2014 8:46 am
by Manuel
I noticed that there is a lot of confusion about SL skeletons.
The official new "fitted mesh" is 50 bones.
The official bvh from secondlife wiki, for old mesh, are 21 bones
Then there is another version with 26 bones.
The old MH SL skeleton (that worked in most cases) was 23 bones.
Then there are many modified versions done by some users.

So:

1) What's the logic behind the SL skeleton? Does It retarget the skeletons matching the bone names, and ignore the missing bones?
2) There is a way to test the skeleton without install the whole openSim or SL ?

Re: MakeHuman and OpenSim

PostPosted: Fri Oct 10, 2014 5:27 pm
by Déesse
Hi Manuel,

the best explanation can be found here: http://blog.machinimatrix.org/avastar/the-opensim-skeleton/

The skeletons can be downloaded here:

http://blog.machinimatrix.org/avatar-workbench/

and here:

http://wiki.secondlife.com/wiki/Clothing_Tutorials

But I'm afraid, that nothing will work properly without uploads ...

Re: MakeHuman and OpenSim

PostPosted: Fri Oct 10, 2014 5:41 pm
by Déesse
Done! Simona Stick is working on MakeHuman Island!

This is the link to download the simulation MakeHuman Island : http://bit.ly/1smYpEM (zip-folder 217 MB, Windows only)
Download and unzip to an USB-Stick or a folder of your choice. Installation-Readme (PDF) and the help-images that you will see inworld (PDF too) are included. Maybe someone will try and confirm that it contains no malware?

The distribution uses the latest Opensimversion 0.8 and the newest Singularityviewer. You will find different avatars for testing. Have fun! :D

Simona MH1.jpg


Simona MH2.jpg

Re: MakeHuman and OpenSim

PostPosted: Fri Oct 10, 2014 6:04 pm
by Déesse
Oops ... I'm not sure if the download works the way I want it ...

Re: MakeHuman and OpenSim

PostPosted: Fri Oct 10, 2014 6:10 pm
by Manuel
Thank you.
So this portable opensimulator can be used to test new models, without being registered etc?

Re: MakeHuman and OpenSim

PostPosted: Fri Oct 10, 2014 6:30 pm
by Déesse
Yes, You start as "Simona Stick", Howto is explained in the 01PDF.
But it seems that there is a problem with the opensim.exe. I'll show the workaround tomorrow.

Re: MakeHuman and OpenSim

PostPosted: Fri Oct 10, 2014 6:35 pm
by Manuel
Take your time. Perhaps better to fix it instead to use workarounds.
Thx!