My own tool: Makehuman Ragdoll!

Discussions about MHX2 and other plugins that are developed outside the scope of MakeHuman. Note that bug reports should go to the respective code projects and might go unseen here.

Moderator: joepal

My own tool: Makehuman Ragdoll!

Postby p9ablo » Tue Oct 30, 2012 6:34 pm

This .blend add ragdoll armature to any makehuman's model

Example:

Image

Attention fix
Replaced the line 1 from Main.py for:
from Ragdollv6.py import *



Instructions:


  • Import your makehuman's model to .blend
  • Go to layer 5 and press a
  • Press s and scale the ragdoll to the size of model
  • In text editor go to line 8 from Radgdollv6.py and replaced Nhgn by the model's name
  • Go to Main.py and run script
  • Run game engine

Enjoy!

Download
Mirror
p9ablo
 
Posts: 10
Joined: Mon Oct 08, 2012 12:02 am

Re: My own tool: Makehuman Ragdoll!

Postby p9ablo » Thu Nov 01, 2012 11:50 am

p9ablo
 
Posts: 10
Joined: Mon Oct 08, 2012 12:02 am

Re: My own tool: Makehuman Ragdoll!

Postby Manuel » Thu Nov 01, 2012 7:31 pm

Very interesting!
I've posted the link on our official facebook page too:
https://www.facebook.com/makehuman

Please post more info!
Manuel
 

Re: My own tool: Makehuman Ragdoll!

Postby p9ablo » Thu Nov 01, 2012 10:06 pm

Hi lot of thanks but right now I am learning python from one month and half. I don't believe that I could done a big help. At this moment I am doing a new version with ragdoll by parts. In present I work with the arms but I have a problem with the vertex. I have posted a screenshot down.

Problem
imagen3.gif
imagen3.gif (1.08 MiB) Viewed 7116 times


Where I believe that the problem is in vertex groups "DfmUpArm_L"
Screenshot 6666.png
p9ablo
 
Posts: 10
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Re: My own tool: Makehuman Ragdoll!

Postby dredmark » Fri May 10, 2013 7:22 pm

When you open the Blend file you will see that
The collision bounds
The controllers
The hinges
The makehuman mesh
The makehuman bones
And a plain
Are all on their own layers

You move the model by translating the hip controller
You pose the model by rotating the controllers
There are 3 animation scripts
Use the scripts by first selecting one of the collision bounds
Then box slecting all the rest
At frame 1 run 1_check_ani

Using the controllers make your animation
With the collision bounds selected
on the last frame run
2_add keyframe

Advance one frame and run
3_uncheck_ani
Then run 2_add keyframe


blend file can be found here :

http://www.sharecg.com/v/69153/browse/5 ... el/ragdoll

or
http://www.blendswap.com/blends/view/68030
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