Nightly Build - Feet on Ground

If your topic doesn't fit anywhere else, put it here.

Moderator: joepal

Re: Nightly Build - Feet on Ground

Postby duststorm » Sat Jan 25, 2014 2:52 am

twerdster wrote:I wonder if there are any MD developers on this forum who could answer some questions regarding
how accessible\automatable their draping pipeline is for outside devs.

I doubt it. I think you will have more luck with these questions on the MD forums directly.
If you can import or programmatically modify the bounds data in MD then it should be doable to make the bounds auto scale with the human, similar to how we already fit clothes and rigs.
MakeHuman™ developer
User avatar
duststorm
 
Posts: 2569
Joined: Fri Jan 27, 2012 11:57 am
Location: Belgium

Re: Nightly Build - Feet on Ground

Postby twerdster » Sat Jan 25, 2014 3:27 pm

duststorm wrote:
twerdster wrote:I wonder if there are any MD developers on this forum who could answer some questions regarding
how accessible\automatable their draping pipeline is for outside devs.

I doubt it. I think you will have more luck with these questions on the MD forums directly.


Good point. I will contact them directly.

duststorm wrote:If you can import or programmatically modify the bounds data in MD then it should be doable to make the bounds auto scale with the human, similar to how we already fit clothes and rigs.


Regarding the way MH does it: are you basically treating the clothes as skin and linear blend skinning it
according to the same mesh deformations you are applying? Im guessing there is no clothing animation happening behind the scenes?
Also, I have had quite a lot of trouble with the MH T-Shirtt. It interpenetrates with the body.
twerdster
 
Posts: 4
Joined: Thu Jan 23, 2014 2:48 am
Location: Israel

Re: Nightly Build - Feet on Ground

Postby duststorm » Sat Jan 25, 2014 6:32 pm

twerdster wrote:are you basically treating the clothes as skin and linear blend skinning

For posing/animation, the body's vertex weights are transferred to the clothes, and indeed linear blend skinning is used to animate them (you can add physics simulation in blender).
The fitting is done using the makehuman proxy algorithm (makeclothes) which linearly interpolates vertex positions based on reference vertices on the human.

twerdster wrote:I have had quite a lot of trouble with the MH T-Shirtt. It interpenetrates with the body.

Because it was an outdated garbage item remaining from A7. It has meanwhile been replaced by a better version in the latest nightly.
MakeHuman™ developer
User avatar
duststorm
 
Posts: 2569
Joined: Fri Jan 27, 2012 11:57 am
Location: Belgium

Previous

Return to General discussions about makehuman

Who is online

Users browsing this forum: No registered users and 5 guests