Nightly Build standard pose

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

Moderator: joepal

Nightly Build standard pose

Postby 3DNewb » Fri Oct 18, 2013 6:29 am

Hey all,

I love the nightly build, but I'm have trouble changing the pose of the model to the standard "T" pose that is default in Alpha 7 from the slightly crouching pose that is standard in the nightly build. When I try to switch to the "standard" pose out of the options, it remains the same. Any thoughts?

Attached is the default nightly build pose I'm referring to, which I would like to change to the T pose.

Thanks!
Attachments
nightlypose.PNG
3DNewb
 
Posts: 34
Joined: Thu Oct 17, 2013 8:42 pm

Re: Nightly Build standard pose

Postby duststorm » Fri Oct 18, 2013 2:09 pm

The mesh bind pose is the A-pose you see in that image. Which means that the mesh was modeled in this pose and consequently bound to a skeleton in that same pose.

It's possible to make the human pose in T-stance if you export a rigged character (not OBJ format but something like MHX, DAE or FBX) and reverse-pose the bones to get it in T stance.

It's possible that there is a feature in the blender scripts to move the character in T-pose, Thomas might know more. I know that the Mocap scripts retarget BVH files to the rig by first correcting the rig pose so that it matches a T rest pose, and then apply the rotations of the captured motions. So the data is already present there, I believe in the .src or .trg rig mapping files.
MakeHuman™ developer
User avatar
duststorm
 
Posts: 2569
Joined: Fri Jan 27, 2012 11:57 am
Location: Belgium

Re: Nightly Build standard pose

Postby Manuel » Fri Oct 18, 2013 2:13 pm

We will also add a static T-pose later, so it will be very easy to convert it.
Manuel
 

Re: Nightly Build standard pose

Postby duststorm » Fri Oct 18, 2013 2:16 pm

Manuel wrote:We will also add a static T-pose later, so it will be very easy to convert it.

Yes indeed, that would be a very cool feature.
We probably can do both. Convert the static geometry to a T-pose and export it to a static mesh format, and convert the rest pose of the skeleton to the posed one, and export a T-posed mesh to rigged formats as well.
MakeHuman™ developer
User avatar
duststorm
 
Posts: 2569
Joined: Fri Jan 27, 2012 11:57 am
Location: Belgium

Re: Nightly Build standard pose

Postby AqP » Fri Nov 15, 2013 9:13 pm

I'd also like a T pose. It's confusing that some of the MH documentation says that T Pose is standard.
AqP
 
Posts: 19
Joined: Wed Nov 13, 2013 3:29 pm

Re: Nightly Build standard pose

Postby duststorm » Fri Nov 15, 2013 11:10 pm

AqP wrote:It's confusing that some of the MH documentation says that T Pose is standard.

Most of the documentation is outdated and needs rewriting.
MakeHuman™ developer
User avatar
duststorm
 
Posts: 2569
Joined: Fri Jan 27, 2012 11:57 am
Location: Belgium


Return to Newbies

Who is online

Users browsing this forum: No registered users and 7 guests

cron