Source Filmmaker / Valve compatible rigs?

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

Moderator: joepal

Re: Source Filmmaker / Valve compatible rigs?

Postby jujube » Tue Jan 10, 2017 1:38 am

This is something I'd love to see, too, just to have easy access to all those TF2 maps.
jujube
 
Posts: 404
Joined: Fri Aug 14, 2015 10:46 pm

Re: Source Filmmaker / Valve compatible rigs?

Postby joepal » Tue Jan 10, 2017 10:01 am

Does anyone have the pertinent specifications available?

I don't know of any MH dev who works with those technologies.
Joel Palmius (LinkedIn)
MakeHuman Infrastructure Manager
http://www.palmius.com/joel
joepal
 
Posts: 4626
Joined: Wed Jun 04, 2008 11:20 am

Re: Source Filmmaker / Valve compatible rigs?

Postby joepal » Wed Jan 11, 2017 9:17 pm

No, I mean how the rigs have to look to fit: bone names, rotations, rest poses etc.
Joel Palmius (LinkedIn)
MakeHuman Infrastructure Manager
http://www.palmius.com/joel
joepal
 
Posts: 4626
Joined: Wed Jun 04, 2008 11:20 am

Re: Source Filmmaker / Valve compatible rigs?

Postby jujube » Thu Jan 12, 2017 5:35 am

Just from the variety of models available in sfm (realistic humans vs five nights at freddy's), I suspect you aren't limited to a single kind of rig. I don't have a clue about what a standard rig for any program would normally look like, though.

But there does seem to be a valve developer wiki that may be useful:
https://developer.valvesoftware.com/wiki/SFM/Making_custom_rigs
The most important bones that are required are the root, pelvis, upper leg, lower leg, foot, collar, elbow and hand bones. Other bones can be added or removed to the rig as required by adding them to the list of variables.
jujube
 
Posts: 404
Joined: Fri Aug 14, 2015 10:46 pm

Re: Source Filmmaker / Valve compatible rigs?

Postby joepal » Thu Jan 12, 2017 8:43 am

It's a somewhat too big endeavour to install and read up on these platforms for me to engage in atm, but seeming as both UE4 and Unity already works without any particular measures implemented by MH, I would assume chances are there is a viable workflow toward source/valve too using standard tools.

Thus:

I was wondering if there might be plans for models to be compatible with Source Filmmaker / Valve / Team Fortress 2 through the rigs?


Assuming these platforms are able to handle custom rigs and read a standard object format, such as FBX, then what exactly is really missing?

Googling for it, there seems to be FBX support: https://developer.valvesoftware.com/wik ... ng_a_model
Joel Palmius (LinkedIn)
MakeHuman Infrastructure Manager
http://www.palmius.com/joel
joepal
 
Posts: 4626
Joined: Wed Jun 04, 2008 11:20 am


Return to General discussions about makehuman

Who is online

Users browsing this forum: No registered users and 2 guests