MH & Zbrush

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MH & Zbrush

Postby Bluemidget666 » Sat Mar 05, 2016 3:09 am

Hello and thank you for a fantastic program.

I have hit a few issues tweaking the mesh in Zbrush and think the solution is to make targets, now I am getting on a bit and things do not sink in as fast or easy as they used to so could someone please tell me how to use the Maketarget standalone program so that I can shape the model in Zbrush and have it load into MH.

I am using MH 1.0.2 and the nightly build 1.1.0

thank you for any help you can give me with this.
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Re: MH & Zbrush

Postby Bluemidget666 » Sat Mar 05, 2016 4:25 pm

Ha ! right So I ditched the idea of using the stand alone because I can find little info on using it (that i understand)
So installed the Blender version, now my question is...

I create a character shape in MH, I now want to further work on that model out side of MH, is there a way to export the model then bring it into Blender via MakeTarget and continue modelling the mesh and create targets that I can use back in MH on the model I have already shaped ?

also is there any way of taking the model I shaped in MH and turning that sculpt into a target ?

Thanks for any help with this.
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Re: MH & Zbrush

Postby Bluemidget666 » Sat Mar 05, 2016 7:22 pm

Ha! Right

I have 99% sorted so my question is..

When I bring in my new sculpted obj file from Zbrush it has the base mesh and the eyes, I can now make the target for the body but the eyes disappear.
I have tried to parent the eyes by dragging and dropping them onto the base mesh in blender but the same issue is still there, so whats the trick to make the eyes and mesh morph correctly.

Thanks
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Re: MH & Zbrush

Postby Bluemidget666 » Sun Mar 06, 2016 6:47 pm

Anyone ?
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Re: MH & Zbrush

Postby loki1950 » Mon Mar 07, 2016 12:07 am

From what you have stated so far it looks like you are trying to create a proxy mesh that can be reimported into MH the only way to do that currently is to use the makecolthes addon in blender. BTW targets can only be applied to the base mesh which then influence the proxy mesh the proxy mesh can not be handled directly in MH as both vertex count and order are requirements for the deformation algorithms.Hope this gives you some useful insight towards your goal.

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Re: MH & Zbrush

Postby Bluemidget666 » Mon Mar 07, 2016 1:08 am

Thank you for you reply.

I am sorry I am not explaining very well what I am doing.
I create a body shape in make human and export it as a mhx2 file.

In Blender I import the mhx2 file then using make target I load human, then selecting my mhx2 file first followed by the maketarget human figure i press load target from figure.
It all works well except the eyes teeth and mouth parts do not morph aswell .

The idea was to then shape the model in Blender and save as a target I could then apply to the MH base I had previously shaped.
But I am suspecting I am going about it all wrong.
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Re: MH & Zbrush

Postby loki1950 » Mon Mar 07, 2016 4:17 am

Like I mentioned earlier targets only work on the base(or average male/female) mesh that is part of the blender maketarget so only that mesh loaded thru the addon will take a target period,the intended workflow is create a base character in MH import to your sculpting software work on it there there is no going back to makehuman as at that point both vertex count and order have changed and just will not load into MH.

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Re: MH & Zbrush

Postby Bluemidget666 » Mon Mar 07, 2016 7:50 pm

Ok I think I follow

Cheers
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Re: MH & Zbrush

Postby joepal » Mon Mar 07, 2016 8:26 pm

Sounds as if you're trying to do what oscalon did with his anime full body morph. Maybe you could find a few hints from that thread?

viewtopic.php?f=4&t=12891

(or ask oscalon for hints if the thread doesn't help)
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http://www.palmius.com/joel
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