Suggestions, bug reports and presentation

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Suggestions, bug reports and presentation

Postby bubuche » Wed Aug 06, 2014 1:08 pm

[I thought that this message was successfully submit, but it seems that a bug occured. If this is a doublon, delete it]

Hello everyone.

First of all, congratulation. Your software is amazing and i love every minute i spend on it.
I am not a native english speaker, so i will make grammar mistakes. Please forgive me for that.

To briefly introduce myself : i am a computer scientist (well, i prefer the french word "informaticien" cause i don't really feel "scientist"), with a master 2 degree. I am working on a game, and so far everything is ok.


Ok, let's talk about makehuman.

1/ Is there a way to create Vairon eyes (asymetric materials for eyes) ? i think the answer is "no", and i understand why (it's not something people want to use everyday). But, it could be a good idea to add this option, even if there is nothing urgent about it (people can export the model and do it in blender).
2/ I wanted to reproduce an actress (kwak ji min) but i realized that the has pretty strange ears. Look by yourself: http://www.listal.com/viewimage/4949723. There is no option to increase or decrease the earlobe attach point in makehuman, and once again it's pretty understandable (it's the first time i see an ears like that).

About bugs
1/ i found that when you change the slider "asian" (or caucasian or african) and then cancel, it does not cancel properly (sliders are messed up). I think i understand why (when you change one slider, 2 other change too, and the "action stack" doesn't take it into account, or can reverse it back properly).
2/ I also got 2 "crash to desktop", but i used it all the day long (for 2 day), so if i save frequently enough it's not a problem. And as i can't explain why i ctd (i don't know the reason why) this is not usefull for you.
3/ Also, in the "shortcut" section, i can't change the mouse button assignement. And the reason why i can't change it is fun: i only have 2 button on my mouse, and all of them are assigned by default. So, i can't use a "temp button" to switch assignements. I think that i can find a workaround if i go in the config file (it must be somewhere), but most of people will not be able to do that.
4/ Something that is not really a bug but that is annoying : when you assign a texture to a shader, there is no button "remove the texture" to cancel it. I mean that you can assign an other texture, but you can't go back to the initial step where there was no texture.


About what i did so far, i kind of start to stop try to make kwak ji min and to focus on making a nice girl.
So:
face1.png
Yinyin face

turn1.png
Yinyin three-quarter

side1.png
Yinyin profile


I used stock hair, and i know that there is collision problems with shoulder (and it gets worse with clothes) but it'll be enough for me. I'll fix that later if i know how to do it and if i find the time to do it.

also, my game is a fps (and maybe tps if i find animations), so i can afford a high poly model for the player: most of time the model will be just off camera (in a tpf you don't see your face) and the fov culling should cull it.
And anyway, i enjoy makehuman for itself, it's a ton a fun.
bubuche
 
Posts: 5
Joined: Wed Aug 06, 2014 11:55 am

Re: Suggestions, bug reports and presentation

Postby Manuel » Wed Aug 06, 2014 1:43 pm

Hi bubuche, welcome!
Are Vairon eyes just pupils with different colors?

Thanks for list of bugs. I have to check if them are already listed here:
http://bugtracker.makehuman.org/projects/makehuman
and in case they are missed, add them, so we will be sure to don't forget them.
I'll keep you updated , posting the link of issues here, so you will follow them, during the development.
I'll also add a task for an ear modifier, in order to make the special lobe possible.

The problem is the time...in theory the eyes and ear slider are easy to add, but in practice we are overbusy with a lot of work in order to complete 1.1
(roadmap is here: http://bugtracker.makehuman.org/project ... an/roadmap) so I can't say when they will be solved.

The blue tone is probably because this well known problem:
http://www.makehuman.org/doc/faq/makehu ... lp_me.html

Hair model should be improved, but the collision is a damn problem that will be more or less always present, due the big variations in character shape.
To remove a texture, just click on the first material icon, the one called "default".

Cheers
Manuel
 

Re: Suggestions, bug reports and presentation

Postby bubuche » Wed Aug 06, 2014 2:22 pm

well, i made a mistake : the blue tone on the pictures is here on purpose. I am designed an human-like creature (but not really a human).

Sorry, this is not a bug. And thanks for the reply. I understand that you are busy, no problem here. And, as vairon is not something i picked from my imagination (it exists in real life) i can't say to you if it's only a difference in colors or a difference in materials/shape/whatever. I think only the color change, but the possibility to affect a different texture to each eye would be awesome. You would be able to have a perfect-white eye (blind), a terminator-like eye ect.

I also thought about a decals systems (to add tatoos etc.) but i know this is already an asked feature. I think it coul be acheive with a pipeline that would merge the uv mapping with an other image but in that case it would no be easily possible to move the tattoos.
To explain this imperfect idea : people would use a software like paint.net or any paint software with layers, then they would place the uv mapping for the body in the background and paint over it their tatoo. Once this done, they would just remove the background and save the image (and maybe resize it before).

On runtime, makehuman would just take the uv mapping and paint on it the tatoos to get the final result.

I will maybe make a plugin to add this feature, but even if i know a lot of language (java, c, c++, php, lua, javascript, shell, pascal, ada, haskell, perl ... and many more. But no more than any other computer scientist) python is not one of them. Anyway, this feature is not something i need, it's something that could be interesting, nothing more for me.
bubuche
 
Posts: 5
Joined: Wed Aug 06, 2014 11:55 am

Re: Suggestions, bug reports and presentation

Postby Manuel » Wed Aug 06, 2014 2:48 pm

I will maybe make a plugin to add this feature, but even if i know a lot of language (java, c, c++, php, lua, javascript, shell, pascal, ada, haskell, perl ... and many more. But no more than any other computer scientist) python is not one of them. Anyway, this feature is not something i need, it's something that could be interesting, nothing more for me.


Yes this is one of most requested features indeed.
There is even a partial implementation of it, never completed, that is just "sleeping" into the current code, waiting someone that resurrect it and complete it.
This "sleeping feature" is a bit more complex: instead of having a decal of the whole body, it's possible to use many little decals, combined with more freedom.
For example, a character can have a decal for eyebrows, one for mouth color, then a small tattoo..etc..combined in an unique texture.

If you know Java, C and C++, you will find python very easy (and a bit slow), but I'm pretty sure the learning time will be minimal.
Are you interested in help?
Manuel
 

Re: Suggestions, bug reports and presentation

Postby bubuche » Wed Aug 06, 2014 3:50 pm

Yes, i will try to help.

But, i don't want help for at least a week: i will download sources, read some piece of code, documentation, i'll try to do something like "hello world" plugin etc.

I can do all of this myself. Don't loose time with this, i know you have better things to do. I will post questions times to times, but really, i have many tutorials and documentation to read and all of this was made for this precise case : allow people to start by themselve and save time to the devs ;)
bubuche
 
Posts: 5
Joined: Wed Aug 06, 2014 11:55 am

Re: Suggestions, bug reports and presentation

Postby Manuel » Wed Aug 06, 2014 5:25 pm

Fantastic!
I just sent you a private message with contact information.
Manuel
 

Re: Suggestions, bug reports and presentation

Postby Manuel » Thu Aug 07, 2014 7:02 pm

Here you go.
eyes.zip
(344.06 KiB) Downloaded 361 times
Manuel
 

Re: Suggestions, bug reports and presentation

Postby bubuche » Fri Aug 08, 2014 2:31 pm

As i said, it works, congratulation. But, there is a problem. Here is a picture.

bug_on_uv_map.png


As you see, to have a roughly right eye's size i need to have very little eyes on the image. Also, i think that the layout of uv mapping are not optimized.

I tried to do what i could.
Here are two blender files with the result, and the procedure to re-make it if i made a mistake that spoiled the file.
The file (zip, blend files are not accepted):
eyes.zip
(196.69 KiB) Downloaded 341 times


The procedure:

1/open blender
2/load the obj file
3/split the area. In one area, display the uv editor
4/go in ortho mode (numpad 5), then make the camera facing the eyes (numpad 1).
5/select eyes, then go in edit mode.
6/press "p" and select "by loose parts".
7/in the uv area, in "UVs" check constrain to image bounds.
8/one eye should remain selected. If not press a (with the mouse over the view area), it should select everything.
9/unwrap with the option "project from view (bounds)".
10/place the mouse over the uv editor area, press a.
11/press s, then x, then "0.5", then enter.
12/press g, then move the result to the side.
13/go in objects mode, select the other eye, then go back in edit mode.
14/repeat steps from 8/ to 12/ (and move it on the other side, for step 12/).
15/go back in the object mode, select both eyes (a then a again if one eye is currently selected).
16/press ctrl+j.

You can load an image to see the result (go in textured mode).


I'll try to create a thumb (it's a png, i know) for these two eyes. Also, if you don't want to transform these .blend in .mhclo (and i can understand that, you have better things to do), maybe you can redirect me on a tutorial or give me an hint on how to do that.

It's my first uv mapping (the first time i succeed in doing something with blender too, except files conversions and smoothing)


EDIT : for the thumb, i did that:
bug_on_uv_map.png

I can do the same for the high poly.
However it's not very beautifull. I don't even know if we will keep this approach (have different mhclos for vairon and standard eyes), as a solution would be to always use the vairon model and on-the-fly duplicate the texture if a checkbox "use vairon" is not checked.
Attachments
low-poly-two-colors.png
low-poly-two-colors.png (18.64 KiB) Viewed 6418 times
bubuche
 
Posts: 5
Joined: Wed Aug 06, 2014 11:55 am

Re: Suggestions, bug reports and presentation

Postby Manuel » Fri Aug 08, 2014 2:57 pm

I see the problem, it was my fault since I done them very quickly. Sorry.

Anyway, since another user asked for a similar feature (viewtopic.php?f=4&t=10870) I create an official issue for them:

viewtopic.php?f=4&t=10870

So I'm going to convert all existing assets. If you can wait, I'll provide the new models the next week.


UPDATE:

I missed the part where you ask about this...
I think we should have vairon as default for all, because it's more flexible, since it can be for both symm and asymmetric characters.
For this reason I'm going to replace the old assets with these...
Manuel
 

Re: Suggestions, bug reports and presentation

Postby Manuel » Sat Aug 09, 2014 10:16 am

The official version of new eyes is in the repo:

https://bitbucket.org/MakeHuman/makehum ... b9d76c61b/

it will be included in nightly builds tomorrow.
Manuel
 


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