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Muscles not mapped in Unity Rig

PostPosted: Wed Dec 28, 2016 8:09 am
by brj
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:

Re: Muscles not mapped in Unity Rig

PostPosted: Wed Dec 28, 2016 9:28 am
by joepal
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

Re: Muscles not mapped in Unity Rig

PostPosted: Wed Dec 28, 2016 3:30 pm
by brj
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.

Re: Muscles not mapped in Unity Rig

PostPosted: Wed Dec 28, 2016 4:23 pm
by joepal
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 5604 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.

Re: Muscles not mapped in Unity Rig

PostPosted: Wed Dec 28, 2016 5:16 pm
by brj
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 5598 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.

Re: Muscles not mapped in Unity Rig

PostPosted: Wed Dec 28, 2016 5:35 pm
by joepal
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

Re: Muscles not mapped in Unity Rig

PostPosted: Wed Dec 28, 2016 5:54 pm
by brj
I'll look on it :) Thanx again for your support :) :)