Muscles not mapped in Unity Rig

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Muscles not mapped in Unity Rig

Postby brj » Wed Dec 28, 2016 8:09 am

I imported my Makehuman model to Blender and exported it as a .fbx for use in Unity. (The Makehuman model has all textures and Skeleton included. I have all the required Blender tools to import .mhx2 files.) When I make the Humanoid Rig from the model, the configuration vieww shows that the skeleton is in T-pose but the model is not. Muscle settings show that the head is mapped somehow. (I added the screen shots too)

What's gone wrong here? How should I import the mhx2 to Blender correctly? How should I export the fbx correctly to avoid this? Your Help is highly valued at the moment.

Screenshots:
Attachments
Muscles and settings.jpg
This shows that the Head is mapped somehow.
mapping.jpg
only the Skeleton is in T pose
brj
 
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Re: Muscles not mapped in Unity Rig

Postby joepal » Wed Dec 28, 2016 9:28 am

There are a bit too many things which could have gone wrong along the way here, depending on what settings you used on import and export inside blender.

As a first step, can you try exporting directly from MH to unity and see if that works as expected? See http://www.makehumancommunity.org/wiki/ ... them_there
Joel Palmius (LinkedIn)
MakeHuman Infrastructure Manager
http://www.palmius.com/joel
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Re: Muscles not mapped in Unity Rig

Postby brj » Wed Dec 28, 2016 3:30 pm

Thanx for replying :) :) Yes. Directly exporting the model as fbx from MH to Unity works fine(screen shot). It also animates well with the animator controls given in Unity Standard assets.
Since I am expecting to model some clothing for my model Blender support seems to be essential. But all goes wrong when I add Blender as a middle man :| :|

ps: I am using the game engine skeleton for the model. I tried other skeletons too, but same results when imported through Blender.
Attachments
MH_fbx_to_Unity.jpg
When directly exported, it works fine
brj
 
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Re: Muscles not mapped in Unity Rig

Postby joepal » Wed Dec 28, 2016 4:23 pm

Well, it's very difficult to say what is wrong, but it seems like a blender problem rather than a makehuman problem if it works from MH but not from blender.

Only thing I can think of would be if the armature selected for export was wrongly configured on the export in blender.

exportfbx.png
exportfbx.png (16.55 KiB) Viewed 5601 times


When I played around with it, it set armature to "null", which sounds suspiciously wrong. But I have no idea how it's supposed to look, and I don't have unity around to test with atm.

What happens if you save the blend file in the unity project's assets directory and open the toon directly via the blend instead? Unity is perfectly able to read stuff from inside a blend file without the need for exporting them first.
Joel Palmius (LinkedIn)
MakeHuman Infrastructure Manager
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Re: Muscles not mapped in Unity Rig

Postby brj » Wed Dec 28, 2016 5:16 pm

Tried the Blend too but still same result. :cry: :cry: I checked the export settings in Blender too, the "Armature-->Null" field did not come up there..

export.jpg
export.jpg (12.6 KiB) Viewed 5595 times


I'll check up on Blender too. Thanks a lot for your quick replies. :) :)

I have another question too..if that's ok ;)

According to my MH setup, right now it can import(load) .mhx2 and export to multiple formats. I want to know whether MH is capable of importing files other than .mhx2 format.
brj
 
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Re: Muscles not mapped in Unity Rig

Postby joepal » Wed Dec 28, 2016 5:35 pm

MH isn't able to import MHX2. MH is actually not able to import much at all, it only reads MH-specific files, which are produced with MakeClothes and MakeTarget (which are blender plugins used to produce assets for MH).

My guess is your use case would lean towards MakeClothes, so this might be readable: http://www.makehumancommunity.org/wiki/ ... on:Clothes
Joel Palmius (LinkedIn)
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Re: Muscles not mapped in Unity Rig

Postby brj » Wed Dec 28, 2016 5:54 pm

I'll look on it :) Thanx again for your support :) :)
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