ISSUE on target assets

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ISSUE on target assets

Postby Marco_105 » Thu Dec 08, 2016 10:34 am

Its look like target not fit armature when the target is under the max lenght of the base model !!

I use the female_curvy_shape and I saw that :
bug_on_target.png

Because the target mesh have arms shorted than the base mesh, didn't it?
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Re: ISSUE on target assets

Postby joepal » Thu Dec 08, 2016 10:43 am

This is what the cubes are for. If you don't move around the cubes to fit the new body shape, the rig fitting will believe the joints are still in the old position.

joints.png
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Re: ISSUE on target assets

Postby Marco_105 » Thu Dec 08, 2016 11:53 am

So I have to adjust manually the position of the cube mean ?
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Re: ISSUE on target assets

Postby joepal » Thu Dec 08, 2016 1:58 pm

Yes.

Contrary to popular opinion, it is perfectly possible to make extreme characters that will work fine with both morphs and posing

extreme1.png


extreme2.png


extreme3.png


The steps I took to produce this was:

* Load a human mesh via maketarget
* Load the target asian-female-young.target (via button in maketarget)
* Load the target female-young-averagemuscle-averageweight-maxcup-averagefirmness.target (via button in maketarget)
* Create "new secondary target"
* Model the body to my liking (without horns, see further down)
* Move joint cubes so they are inside the actual joints
* Create a target ("extreme2", seen in screenshots)
* Duplicate the mesh
* Assign duplicate mesh the type "clothing" (in makeclothes)
* Delete joint cubes
* Delete Eyelashes and eyeballs
* Extrude horns
* autocreate vertex groups (to the entire clothes mesh)
* Remove horn vertices from "left" and "right" vertex groups
* Create new groups *lefthorn and *righthorn (note asterisk) on both human and clothes
* Assign the horns to *lefthorn and *righthorn on clothes
* Select three vertices on the bottom of the horn and assign to either *..horn on the human
* MakeClothes
* Rename/move generatet clothes to have them in the proxymeshes folder

I now have one proxy and one target which in combination produces the desired result.
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Re: ISSUE on target assets

Postby Marco_105 » Thu Dec 08, 2016 3:33 pm

Look incredible but think that we have not same software, everything you speak about is invisible for me. In BL I have Make Target and Make Clothes 1.1.0 version in Properties panel. They show about base/female/male mesh but didn't get ' Load the target asian-female-young.target (via button in maketarget)' :P
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Re: ISSUE on target assets

Postby joepal » Thu Dec 08, 2016 4:30 pm

loadtarget1.png

loadtarget2.png

loadtarget3.png


1. Set mesh type to base mesh
2. Click load human
3. Click load target file
4. Browse to the target you want to load
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Re: ISSUE on target assets

Postby Marco_105 » Thu Dec 08, 2016 4:47 pm

Sorry Joel, I have to find the Makehuman with assets version because mine which is a W7 64 vers., in the Targets folder I have just 'images folder' and nothing more (no microdetails).

As I told you we are not on same software :D

NB: I DL it from Bitbucket !
Last edited by Marco_105 on Thu Dec 08, 2016 4:53 pm, edited 1 time in total.
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Re: ISSUE on target assets

Postby joepal » Thu Dec 08, 2016 4:52 pm

Ah. You can download specific target files from https://bitbucket.org/MakeHuman/makehum ... at=default

You don't need to have a separate version of makehuman to use these.

But if you want the full version of MH, you can take a look at http://www.makehumancommunity.org/wiki/ ... rom_source
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Re: ISSUE on target assets

Postby Marco_105 » Thu Dec 08, 2016 5:36 pm

Yes, I take the full version (and watch your video to know the rules on Windows).
I start the tuto above to get the result you show.
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Re: ISSUE on target assets

Postby Marco_105 » Thu Dec 08, 2016 6:51 pm

I don't want to run all the process to compil MH on Windows is too tedious... (my own is enough for me).
So, trying alone the target 'asian-female-young' I got this:
Attachments
try001.PNG
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