MH to Blender to Second Life workflow

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MH to Blender to Second Life workflow

Postby Tonya Souther » Fri Aug 02, 2013 12:21 am

I can't seem to get the rigging to work correctly when exporting from MH through Blender to Second Life.

What I'm trying to do is generate a MH avatar, export it in a form that Blender can edit on (to do things like tripm off the head and replace feet with boots and hands with mittens, and smooth the mesh), then export a COLLADA .dae file rigged properly for Second Life.

When I try it, the joints are out of place, and the knees and elbows deform poorly.

I've tried both 1.0a7 and svn tip (rev 5577). The closest I've come is using 1.0a7 to export with the SL rig. Nothing else even comes close. I can't even import into Blender from svn tip.

Is there a way to get there from here yet?
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Re: MH to Blender to Second Life workflow

Postby duststorm » Fri Aug 02, 2013 12:54 am

Tonya Souther wrote:I've tried both 1.0a7 and svn tip (rev 5577). The closest I've come is using 1.0a7 to export with the SL rig. Nothing else even comes close. I can't even import into Blender from svn tip.

I do not recommend using svn version yet. Instead use the a7 release, or if you want to use an svn version, get revision r5120 to get the latest features for the A7 basemesh.
When using the svn version, always make sure that you update your blender scripts to the ones that come with mh (and use a recent blender, version 2.66 should be fine). More info on installing the blender scripts here: http://www.makehuman.org/doc/node/get_a ... ender.html
and here: http://www.makehuman.org/doc/node/get_a ... addon.html
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Re: MH to Blender to Second Life workflow

Postby Tonya Souther » Fri Aug 02, 2013 1:32 am

I've got Blender 2.67b installed. (And the Avastar package, if that will help any.)

I'll try svn 5120 and getting the mhx scripts from it into Blender.
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Re: MH to Blender to Second Life workflow

Postby Tonya Souther » Fri Aug 02, 2013 1:48 am

Copying the mhx scripts into Blender from svn update to rev 5120 let me import the avatar.

But that just leads me abck to the original question: What's the workflow to get it from there into Second Life?
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Re: MH to Blender to Second Life workflow

Postby duststorm » Fri Aug 02, 2013 11:30 am

Tonya Souther wrote:What's the workflow to get it from there into Second Life?

I have no experience with Second Life, so I cannot help with that. Maybe there are more general tutorials aimed at exporting from blender to SL that can help you?
There are some other SL users here on the forums, maybe they can help.

There are some other articles about MH > SL available on the internet, some on these forums. A selection:
viewtopic.php?f=2&t=2565
viewtopic.php?f=7&t=2212
http://www.makehuman.org/doc/node/colla ... tions.html
http://forums.osgrid.org/viewtopic.php?f=38&t=4656
http://community.secondlife.com/t5/Mesh ... d-p/420220
http://www.youtube.com/watch?v=CqXLE4nMouc
http://www.sluniverse.com/php/vb/conten ... human.html
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Re: MH to Blender to Second Life workflow

Postby Tonya Souther » Fri Aug 02, 2013 12:36 pm

I'd read over all that. The trouble is that it doesn't reflect the current state of the tools.

1.0a7 does allow exporting directly to Second Life. That works pretty well. The problem is that, when importing into Blender and then exporting to SL, the joint positions get messed up and the weighting of the lower right leg seems to be reparented to the left knee instead of the right knee, which causes some strange effects.

I've tried Gaia Clary's Avatar Workbench file, but that doesn't seem to be of much use either.

Has anyone gotten from MH to SL by way of Blender lately?
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Re: MH to Blender to Second Life workflow

Postby duststorm » Fri Aug 02, 2013 11:32 pm

Tonya Souther wrote:Has anyone gotten from MH to SL by way of Blender lately?

If by "lately" you mean with the new A8 mesh, I think it is a bit early for that. The tools are not yet in a stable enough or working state to guarantee any real results. I would hold off just a little longer on that and experiment with the A7 release for now. We are working hard on getting everything done for A8, though.
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Re: MH to Blender to Second Life workflow

Postby Tonya Souther » Sat Aug 03, 2013 3:40 am

Not particularly the A8 mesh; the A7 mesh will do me fine if I can just get it to work. No, by "lately" I meant "in the last several months", since none of the stuff you pointed me at is from the last year or so.
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Re: MH to Blender to Second Life workflow

Postby duststorm » Sat Aug 03, 2013 11:03 pm

Tonya Souther wrote:by "lately" I meant "in the last several months", since none of the stuff you pointed me at is from the last year or so.

The last several months we have only been working on A8.
The older stuff that was posted is mostly about the A7 version which is still the current stable and which I recommend using. I think that should set you on your way.
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Re: MH to Blender to Second Life workflow

Postby Tonya Souther » Sun Aug 04, 2013 2:51 pm

I've tried everything suggested for A7, and just can't get it to work. Guess I'll have to try something else.
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