New Tpose Request

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New Tpose Request

Postby Madesomehumans » Tue May 13, 2025 6:24 pm

Can somebody who finds it super easy to make new poses and upload them to the assets make a new Tpose that has straight legs?

The current Tpose available has a slight spread in the legs that prevents bones from being absolutely straight which is needed for certain IK rigs.

From my findings in Blender, it looks like each leg just needs to be rotated inward by exactly 3 degrees.

I’d much appreciate it and I’m sure there are other people out there running into the same problem who could benefit from this.

Edit:

I ended up doing it myself. I'll upload the new Tposes after testing. I made one with straight fingers and one with splayed fingers. :)
Last edited by Madesomehumans on Fri May 16, 2025 2:02 pm, edited 1 time in total.
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Re: New Tpose Request

Postby mullinear » Wed May 14, 2025 2:08 pm

Have you tried Bento Alpha1 T-Pose ?

http://www.makehumancommunity.org/conte ... tpose.html
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Re: New Tpose Request

Postby Madesomehumans » Wed May 14, 2025 5:39 pm

mullinear wrote:Have you tried Bento Alpha1 T-Pose ?

http://www.makehumancommunity.org/conte ... tpose.html


I overlooked that. I searched Tpose before instead of T-pose with the dash and nothing came up. I think that'll work. Thanks!

But now I've gone down the rabbit hole and have been trying to make a new Tpose based on the default all day. I've found you can import with MPFB in Blender and make a pose there. The problem though is if I import the default Tpose and adjust that and export the pose, it only moves the feet in A-Pose by 3 degrees in Makehuman.

Essentially, even though Apose and Tpose look different in Blender to us human wetware, to the software, they look exactly the same because all the bones have zero rotation and location.

So now I'm kinda obsessed with finding a solution to that.
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Re: New Tpose Request

Postby mullinear » Wed May 14, 2025 6:42 pm

When I started playing with Makehuman, I took a look at blender and ran away as fast as I could because of the huge complexity. I'm only now getting dragged back by MPFB and MakeClothes, which do things I want to do. I haven't tried MakePose yet.

What I did for poses in Makehuman was to write a command-line program in Python3 to read an existing .bvh file with a pose, apply changes to the positions and rotations of various joints in the pose, and write a new .bvh file with the modified pose. We've been chatting about it in the other thread "Help creating pose with Blender", which I've sort of dragged off topic.

The program is in the Assets->Custom content page as update_bvh.20250510.zip

http://www.makehumancommunity.org/conte ... 10zip.html

, if you're interested in running command-line programs, or want to have a look. To run it, it really will help to open up a .bvh file with a text editor and get an idea of the structure.
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Re: New Tpose Request

Postby Madesomehumans » Thu May 15, 2025 2:53 am

I've been using Blender since the 2000s so I'm much more comfortable with it than scripting.

I ended up making my own Tpose. I'm testing it out now. If it works well, I wanted to contribute it to the community assets. How does one do that? I can't find anything via google.
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Re: New Tpose Request

Postby mullinear » Thu May 15, 2025 2:00 pm

There will be a link to click at the top of the Assets->Poses page, telling you how to log in for the upload function. Then you get a simple form to fill out to do the upload. No other formality that I encountered. We trust each others' discretion around here.
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Re: New Tpose Request

Postby Madesomehumans » Thu May 15, 2025 3:41 pm

Thanks! I don't know how I overlooked that. I've got a bunch of expressions and targets I've made over the years. I need to get around to uploading them all at some point.
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Re: New Tpose Request

Postby Madesomehumans » Thu May 15, 2025 7:24 pm

My new Tpose works well except when I import into Blender as an FBX, it's off by either 9m or .9m (depending on the import scale setting I use) along the z axis.

Edit:

Okay. I think I finally got this to work. If you import the default rig into Blender via MPFB, you have to bring the root down in pose mode a bit. For anyone else who might be encountering this problem these are the magic numbers that worked for me.

[strikethrough]Location
X: 0
Y: -0.003179 m
Z: 0.059916 m[/strikethrough]

Whew. Took two days to do this. Which is why I wanted somebody else to do it. :lol:

Edit 1 P2:

The above worked last night but not this morning. The second model I use those numbers on had the feet slightly below ground. But I think I got a working formula now. The model needs to be imported via MPFB with Feet On Ground Unchecked. Then in Pose Mode, you grab the root bone and bring it (and thus the whole model) down till the tail of the root bone is right about level with the origin in Blender.

Edit 2:

Also, MPFB is really super duper nice. I just discovered it when working on this. This whole endeavor would have been much more grueling without it.
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