Custom mhskel File?

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Custom mhskel File?

Postby Atom » Sun Jul 10, 2016 9:20 pm

Hi All,

I have a convert tool in Houdini that will convert a BVH file into a rig of 57 bones.
The names for these generated bones do not match any current Make Human skeleton.
So I have a name mis-match problem between these two applications.
I think the solution is to make a specific rig, or mhskkel file, that matches the output of the Houdini tool. Then I could reliably apply a rig in Make Human and then have mocap drive it inside of Houdini.

Are there any tools for making a mhskel file?
Are these just hand tweaked in a text editor?
I have tried replacing a few bone names and that works up to a point. But after a few bone name changes Make Human won't read my mhskel file anymore.

Does anyone have any tips on how to proceed?
Atom
 
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Re: Custom mhskel File?

Postby loki1950 » Sun Jul 10, 2016 10:58 pm

Are these just hand tweaked in a text editor?


Yes that's the way to go and as you have found tedious :( you would also need a weights file as well it defines how the joints deform have a look at the ones here http://www.makehumancommunity.org/conte ... ssets.html under skeletons

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Re: Custom mhskel File?

Postby Atom » Mon Jul 11, 2016 5:40 pm

Thanks for the info, I have pulled down those custom RIG files.

Does anyone know what the 8 values are for each joint?
Code: Select all
        "upper_arm.R_tail": [
            14478,
            14479,
            14480,
            14481,
            14482,
            14483,
            14484,
            14485
        ]

How would I populate them?
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Re: Custom mhskel File?

Postby rez » Wed Nov 16, 2016 1:04 pm

I am looking into mhskel files myself right now and I thought I'd share my observations.

The values for each joint are base mesh (base.obj) vertex indices.

The 8 values in particular are vertex indices of a joint helper cube.
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