Use Makehuman rigs in blender

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Use Makehuman rigs in blender

Postby freiser77 » Wed Jun 21, 2017 1:17 pm

Hello,

I want to create movement targets (as VscorpionCs T-Pose).

Is it possible to use one of the standard rigs provided in Makehuman to create the target with MakeTarget in blender?

Greetings

Florian
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Re: Use Makehuman rigs in blender

Postby RobBaer » Wed Jun 21, 2017 2:23 pm

freiser77 wrote:Hello,
I want to create movement targets (as VscorpionCs T-Pose).
Is it possible to use one of the standard rigs provided in Makehuman to create the target with MakeTarget in blender?


Don't know VscorpionCs T-Pose. BUT It is not necessary to use targets to get a T-pose. Pose/Animate > Pose and select the T-pose at the bottom of the list on the right. This can be exported with or without a skeleton.

Targets are meshes not rigs. Not sure I understand the second question.
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Re: Use Makehuman rigs in blender

Postby freiser77 » Wed Jun 21, 2017 2:43 pm

VscorpionC posted a tutorial video on YouTube, where she shows how to create a slider which moves the arms up. Maximum position is the T-Pose.But she uses a pre-existing rig. I would like to make a bunch of sliders allowing me to move the arms and legs inside MakeHuman.

But for this I need a rig fitting on the base mesh. So I would prefer to use the standard CMU mesh provided inside MakeHuman. Is this possible?
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Re: Use Makehuman rigs in blender

Postby blindsaypatten » Wed Jun 21, 2017 6:11 pm

Although I think I used the MH default skeleton rather than the CMU one, I did follow along with that video and got it working.

You may already be aware of the following, but since this is the newbies forum I'll say it anyway just in case you or another reader isn't aware.

Be aware of the limitations of targets for posing. All a target does is translate a set of vertices in a straight line in object space so if you apply two targets that move the same vertices the result may not be what you want. For example, if you make a target to lift an arm out to the side, and a target to bend the arm at the elbow, applying the two targets will not give you a bent arm lifted to the side. Or, if you rotate your character 90 degrees and then apply the lift arm target, the hand will still move in the same direction as if you hadn't rotated the body, with ugly results. Also, the movements are interpolated translations not real rotations, so as you "rotate" the arm up in the example, the hand does not follow a circular arc, it moves in a straight line.

If you don't mind my asking, what is your end goal that you want to create poses in MH rather than Blender?
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Re: Use Makehuman rigs in blender

Postby freiser77 » Wed Jun 21, 2017 7:44 pm

The end goal is to make "pilots" for my scale helicopter (scale 1:6.2). The pilots would have to sit with legs extended, the medics with legs in 90 degrees angle.

I thought making sliders for "raising upper arm", "bend arm inside", etc. would be the best solution, since it wouldn't require me to pose it again, when I change some outfit.
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Re: Use Makehuman rigs in blender

Postby loki1950 » Wed Jun 21, 2017 8:53 pm

You can use bvh files for poses within blender for poses while changing the clothing within makehuman then exporting to blender and you can create your poses in blender and save them there they can the be used in both blender and makehuman.

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Re: Use Makehuman rigs in blender

Postby blindsaypatten » Thu Jun 22, 2017 12:40 am

To elaborate a bit on loki1950's response, after you create the pose in Blender you can export a one-frame BVH file (select the skeleton and then File-Exports-Motion Capture (.bvh)) to your documents/makehuman/v1/data/poses directory, it will then appear in the list of poses in the MakeHuman poses tab. You can then use the pose with any character with any set of clothes. It's usually best to set your start, end, and current frame in Blender (at the very bottom of Blender's default view) all to 1 before creating your pose, that way the bvh file will only have one frame. The default end frame is 250 so it will create a large bvh file with 250 copies of the same pose if you don't.
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Re: Use Makehuman rigs in blender

Postby freiser77 » Thu Jun 22, 2017 6:58 am

I've created the pose in blender and exported it as bvh file.
When I use the pose in Makehuman, I get the following stacktrace:
Code: Select all
Traceback (most recent call last):
  File "./core/events3d.py", line 211, in callEvent
  File "plugins/3_libraries_pose.py", line 97, in onFileSelected
  File "./core/mhmain.py", line 858, in do
  File "plugins/3_libraries_pose.py", line 65, in do
  File "plugins/3_libraries_pose.py", line 158, in loadPose
  File "plugins/3_libraries_pose.py", line 182, in loadBvh
  File "plugins/3_libraries_pose.py", line 191, in calculateBvhBoneLength
RuntimeError: Failed to auto scale BVH file sit, it does not contain a joint for "upperleg02.L"


This is wondering me, since I used the CMU MB rig exported with the model from MakeHuman (mhx2-import in Blender).
I box-selected the armature in blender, too when exporting the bvh-file.

What am I doing wrong?
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Re: Use Makehuman rigs in blender

Postby blindsaypatten » Fri Jun 23, 2017 7:03 pm

The character that you export from MH and pose in Blender needs to have the Default skeleton. If you use one of the other skeletons the posing will work in Blender but you will get that sort of error when you use it in MH as it won't have the set of bones that MH is looking for.
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