Skeleton

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Skeleton

Postby Tommyknocker45 » Sun Apr 21, 2013 1:40 pm

I remember MH had a format you could export and it actually had a human skeleton underneath its "skin". Not an armature, but a skeleton with femurs, tibia, skull, etc. Anyone remember this as well? If so, can anyone tell me how I can do it again?
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Re: Skeleton

Postby Manuel » Sun Apr 21, 2013 4:18 pm

The skeleton was removed since 1.0 alpha 1.
Maybe we will add it again in future versions...
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Re: Skeleton

Postby brkurt » Sun Apr 21, 2013 5:01 pm

Hello everyone...

I'll have a skull, cervical vertebrae, clavicles, and scapulae ready in early May; someone will need to run them through Maketarget to see how close I came to MH standards. (I am using 3ds standards). :)

Right now it is exam time at University, so I'm swamped.

The hip bones are already created and need the same Maketarget treatment; after that, by far the easiest way to create long bones is to use Blender NURBS, which perfect for organic shapes that twist on their long axis. :geek:
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Re: Skeleton

Postby duststorm » Tue Apr 23, 2013 1:11 pm

This is an interesting feature for in the future.
Currently we have our hands full with getting the next version ready, though.
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Re: Skeleton

Postby brkurt » Wed Apr 24, 2013 1:18 am

And...it's too big a feature for a single person to develop; I'll get it started, but figuring it into Maketarget is a little bit beyond me.
Example: every cervical vertebra has to bend, except for ones fused at the hip. This means it will need its own rig.
(Yoiks! Yet Another Rig!) ;)

Another example: skull and hip sutures must be flexible, so that one can age the skeleton.

Finally, it would be a good idea an osteoarthritis set of targets, to illustrate the effects on the skeleton.
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Re: Skeleton

Postby duststorm » Sat May 04, 2013 10:51 pm

brkurt wrote:figuring it into Maketarget is a little bit beyond me

MakeClothes (making a proxy) would be better.

I'm not sure whether a new rig is needed. Custom weighting to designate rigid and non-rigid parts could be enough.
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