help for exporting a MH model to a 3D engine

If you have problems understanding something or getting started, ask here

Moderator: joepal

Re: help for exporting a MH model to a 3D engine

Postby Maia1003 » Tue Jun 05, 2012 3:32 pm

Hi,

Terrific work with Ogre3D !!!

I really need to have my own MH working for OSG. You are right, the lipsync does not work while joining the mesh.
Big rush this time, but I will re-try the texture baking. It could be interesting to have a complet tutorial for that, thank you very nuch for your time.

BTW, do you know Cal3D for character animation ? This is what people working in OSG are using. If yes, could you give some advices compared to your approach ?

Maia
Maia1003
 
Posts: 27
Joined: Thu Mar 01, 2012 9:42 pm

Re: help for exporting a MH model to a 3D engine

Postby duststorm » Tue Jun 05, 2012 10:09 pm

Maia1003 wrote:BTW, do you know Cal3D for character animation ?

I've heard of it. I've seen it in some applications too.
But it is my perception that it's not really actively maintained. Last svn commit was on january 2012, but activity is very sparse.
Then again, it could be a stable system that does not need much changing (how much did low level animation systems change the last 5 to 10 years anyway?).
If it supports dual quaternion and hardware skinning I would not complain, but I don't really know what its current features are.

Ogre3d has its own animation system (both morph and skeletal) so I don't need an external one. It is however quite low level too so it does require you to implement things like animation trees yourself. On the other hand, that gives you the freedom to fit it to your own needs.

I will try to make a tutorial about exporting as soon as I find the time where I will explain all the steps.

About facial animation, I'm still not really sure how to tackle that one. Blender has this irritating limitation that you cannot edit a mesh with morph keys attached, even if the area you're editing is not affecting any of the morphs.
I guess it will come down to having a blender script that restores the shapekeys to the new mesh there where it didn't change. For example if you didn't change the face you could restore all faceshapes to it.
Come to think of it, maybe you could use the Corrective Shape Keys blender addon for this. I submitted a bugfix for it recently because it broke with the latest blender versions, depending on whether that fix is already in newer blender builds or not you might have to fetch the latest version yourself to get it to work.
MakeHuman™ developer
User avatar
duststorm
 
Posts: 2569
Joined: Fri Jan 27, 2012 11:57 am
Location: Belgium

Re: help for exporting a MH model to a 3D engine

Postby Maia1003 » Thu Nov 01, 2012 7:53 pm

Hi duststorm,

Remember me ? I am coming back to MH and baking texture again after a while.
You talked about making a tutorial on how to bake texture ? Is it possible for you to do so soon ? Really appreciate that.
Thanks
Maia


duststorm wrote:
Maia1003 wrote:BTW, do you know Cal3D for character animation ?

I've heard of it. I've seen it in some applications too.
But it is my perception that it's not really actively maintained. Last svn commit was on january 2012, but activity is very sparse.
Then again, it could be a stable system that does not need much changing (how much did low level animation systems change the last 5 to 10 years anyway?).
If it supports dual quaternion and hardware skinning I would not complain, but I don't really know what its current features are.

Ogre3d has its own animation system (both morph and skeletal) so I don't need an external one. It is however quite low level too so it does require you to implement things like animation trees yourself. On the other hand, that gives you the freedom to fit it to your own needs.

I will try to make a tutorial about exporting as soon as I find the time where I will explain all the steps.

About facial animation, I'm still not really sure how to tackle that one. Blender has this irritating limitation that you cannot edit a mesh with morph keys attached, even if the area you're editing is not affecting any of the morphs.
I guess it will come down to having a blender script that restores the shapekeys to the new mesh there where it didn't change. For example if you didn't change the face you could restore all faceshapes to it.
Come to think of it, maybe you could use the Corrective Shape Keys blender addon for this. I submitted a bugfix for it recently because it broke with the latest blender versions, depending on whether that fix is already in newer blender builds or not you might have to fetch the latest version yourself to get it to work.
Maia1003
 
Posts: 27
Joined: Thu Mar 01, 2012 9:42 pm

Previous

Return to Newbies

Who is online

Users browsing this forum: No registered users and 1 guest