Missing control bones in blender 2.71

If you have problems understanding something or getting started, ask here

Moderator: joepal

Missing control bones in blender 2.71

Postby kevin_shanghai » Wed Sep 24, 2014 2:00 am

Hi,

I have been interested in Makehuman for a long time, it is really cool.

Just now I tried with 1.02 version, and exported the model into blender 2.71,

What i found differently is that there is just deform bones, no any control bones and shape meshes,

I know I must have made something wrong, anybody can tell me what 's the problem with me?

Thanks!
kevin_shanghai
 
Posts: 9
Joined: Tue May 06, 2014 1:42 am

Re: Missing control bones in blender 2.71

Postby Manuel » Wed Sep 24, 2014 7:35 am

kevin_shanghai wrote:Hi,

I have been interested in Makehuman for a long time, it is really cool.

Just now I tried with 1.02 version, and exported the model into blender 2.71,

What i found differently is that there is just deform bones, no any control bones and shape meshes,

I know I must have made something wrong, anybody can tell me what 's the problem with me?

Thanks!


Hi Kevin,
the control bones were included in mhx format.
In theory the stable version should never change a feature, but due the particular situation, in 1.0.2 these were removed.
A short explanation is that mhx is going to be abandoned (see: http://www.makehuman.org/blog/mhx2_make ... mat_2.html).
it will be replaced in two ways:

1) The official way: A Blender tool, that will act on the imported dae/fbx, creating controls, IK, etc (still to write)
2) A unofficial alternative: The mhx2 format, developed by Thomas Larsson. It's unofficial because include some features that were excluded from the official roadmap, and because it's hard to keep in sync with official releases and to support.
Manuel
 

Re: Missing control bones in blender 2.71

Postby kevin_shanghai » Wed Sep 24, 2014 8:00 am

Thanks for your reply,

Do you mean that everything is ongoing, I have to wait for an official release or get back to 1.01?
kevin_shanghai
 
Posts: 9
Joined: Tue May 06, 2014 1:42 am

Re: Missing control bones in blender 2.71

Postby SaltyCowdawg » Wed Sep 24, 2014 3:07 pm

Manuel wrote:1) The official way: A Blender tool, that will act on the imported dae/fbx, creating controls, IK, etc (still to write)


Does this mean the MHX export/import is going away to be replaced (unofficially) by MHX2?
Peter L. Berghold <peter@berghold.net> or <Salty.Cowdawg@gmail.com>
Retired IT with 30+ years in the business
User avatar
SaltyCowdawg
 
Posts: 460
Joined: Fri Aug 09, 2013 3:12 pm
Location: Ayden NC

Re: Missing control bones in blender 2.71

Postby Manuel » Wed Sep 24, 2014 4:45 pm

SaltyCowdawg wrote:
Manuel wrote:1) The official way: A Blender tool, that will act on the imported dae/fbx, creating controls, IK, etc (still to write)


Does this mean the MHX export/import is going away to be replaced (unofficially) by MHX2?


The mhx suffered many problems.
For example it was not a real exchange format, but a Blender script (it was needed to EXECUTE it, not just load it). So it worked for Blender only, and it was very tied to Blender api, very sensible to variations in Blender version etc..
The mhx2 is much better, since it's pure data in json format. More stable, independent from Blender, and suitable to be loaded in other software too.
But since Thomas has decided to include many special functions not planned in the official roadmap, that we judge not stable/good enough, for example the shapekeys that were abandoned in alpha7 because they didn't work on any character (also they were not WYSIWYG in MH), or particle hair that are not generated in MH (again not WYSIWYG in MH) and other things, it will an independent unofficial project.

The official way will be to spend more resources on standard formats, like fbx and dae, in order to better support an high range of software.
Then, for Blender, we will release a simple and stable script that will create the animations tools on the imported dae/fbx character.
In parallel, we will provide some libraries in .blend with various materials, designed for our characters.
Manuel
 

Re: Missing control bones in blender 2.71

Postby draxter » Thu Sep 25, 2014 3:02 pm

Hi,
Thanks for explaining this. MH is great but I've been trying out all possible combinations of recent releases of MH and Blender, base mhx rig, Rigify... trying to get the super good looking MH characters to Blender and have them function right. As far as I could figure out, the bones are all there after the mhx import, but no shape keys and no drivers are set so the mesh never deforms right at body joints.
(The image shows the most problematic parts. Is this supposed to be that way?)
Image
I'm relatively new to this and I apologize if I'm missing something obvious. While we are waiting for future releases, can someone explain if this can be done with what is available in a way that the posed character would have (more than in my example-) realistic joint deformations? (MH 1.0.0 was said to work best in that regard but I had no success).
What combination of rig and versions of MH and Blender would work best? Maybe the new MHX2 (haven't tried that one yet)? Or does one have to make his own corrective key shapes? The mhx rig seems so complex - I wouldn't know where to start.
Most of the discussions is about game pipelines but I just want to use a rigged character in Blender looking as realistically as it can - even in extreme poses (arms up etc.).
I couldn't dig up any usefull info on that and it would make me very happy if someone would shed some light on that.

Thank you (and thanks for this great software),
Andrej
draxter
 
Posts: 1
Joined: Thu Sep 25, 2014 1:32 pm

Re: Missing control bones in blender 2.71

Postby Manuel » Sun Sep 28, 2014 4:57 pm

As I said, mhx is going to be abandoned, and also we will have a new master rigging.
The skeleton I see in your illustration (please, next time use the forum uploader, to avoid external image hosting sites) is the most complex muscle-rigging, that requires a lot of controller in order to work.
Since the many changes done to mhx format (as I said, it's going to be dropped down) I don't know if you should expect the controllers or not.
Please be patient. It's a transition moment.
From MH 1.1 our formats will be much more stable.
Manuel
 


Return to Newbies

Who is online

Users browsing this forum: No registered users and 1 guest

cron