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Re: MakeHuman and OpenSim

PostPosted: Sat Oct 11, 2014 9:56 am
by Déesse
Okay, the start should work now, at least on Windows 64bit (this is what I can test). No idea, why the simple opensim.exe causes problems, the developers had fixed it times ago.

I hope, there will be testers around! There are several kinds of avatars to compare, and please use animations to see the behavior of the shoulders (example).

And be patient with the start, lots of data have to be loaded at the beginning. This is why Simona looks a bit funny with her old body looking through :lol:

To get a good result, clear the cache often or delete the complete Singularity-folder in the Appdata-folder of your machine.

Simona MH3.jpg

Re: MakeHuman and OpenSim

PostPosted: Sat Oct 11, 2014 10:09 am
by Manuel
I've only a 32bit old old WIndows (I work on OpenSuse). If I can, I'll test it later.
Before I download it: can I use this system to test new MakeHuman models?
Can I use it offline?

Thank you,

Re: MakeHuman and OpenSim

PostPosted: Sat Oct 11, 2014 2:46 pm
by Déesse
You just can try! You can't do anything wrong, because you can delete the complete installation without any traces. If the batch-file doesn't work for you, you can start the program manually. There are three instances: 1. mowes, 2. opensim.exe (or OpenSim.32BitLaunch - for 64Bit-Systems, located in the diva-bin-folder) containing the data, and 3. the viewer. I can explain it later. The graphics depend on the presets in the viewer.

After the download everything works offline. But with some changes, Hypergrid can be enabled and Duststorm can visit Simona on your MakeHuman Island :P

Re: MakeHuman and OpenSim

PostPosted: Sat Oct 11, 2014 6:24 pm
by Aedonix
just a quick question... is this a direct port? or are you using something like Avastar for the riggin/settings etc before export?

Re: MakeHuman and OpenSim

PostPosted: Sat Oct 11, 2014 7:34 pm
by Déesse
You can try and wear avatars created with makehuman, rigged with Avastar and the SecondLife-Basemesh too.

Re: MakeHuman and OpenSim

PostPosted: Sat Nov 01, 2014 6:51 pm
by Déesse
Some fun with Simona - Halloween?

No - some experiments with MakeHuman 1.1 and Blender 2.72:

The mhx2-exporter did not install in MH, so I tried the direct way. Set T-pose in "Pose/animate" in Makehuman 1.1, select export option as dae-file, upload to opensim, and the result is this nice spider :lol: (Blender shows the reason why: the skeleton is placed beside the mesh)

MH1-1directupload.jpg


Okay, next try: saved as dae-file, rotation Z up face -y, import to blender, set t-pose with makewalk utilities, rotate, export, upload to opensim. The mesh (left) looks right, but worn as avatar (right) :cry: what has happened to the eyes???

MH1-1blender.jpg

Re: MakeHuman and OpenSim

PostPosted: Sat Nov 01, 2014 7:17 pm
by Manuel
If you try latest nightly build, there is the new secondlife skeleton, that should fix all these problems.
It would be very helpful to test it.

Re: MakeHuman and OpenSim

PostPosted: Sat Nov 01, 2014 9:57 pm
by duststorm
No posed + rigged export yet, though.
Still working on that one.

Re: MakeHuman and OpenSim

PostPosted: Sun Nov 02, 2014 6:39 pm
by Déesse
The latest nightly build (today), the same problem with the eyes ...

Re: MakeHuman and OpenSim

PostPosted: Sun Nov 02, 2014 11:33 pm
by Manuel
Déesse wrote:The latest nightly build (today), the same problem with the eyes ...


Stable or unstable nightly build?
How many skeletons are available in it?
What have you done exactly?