Suggest a pose

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Re: Suggest a pose

Postby Déesse » Mon May 25, 2015 1:59 pm

:) wishes: :)
I would love to have a T-pose with a bit more relaxed hands and fingers to be used with the opensim skeleton. And the same T-pose standing on the toes to be able to create highheels. When I work on it in blender (using the default rig) I always end up with fingers and toes like chewinggum... :evil:
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Re: Suggest a pose

Postby zoiner » Mon May 25, 2015 3:37 pm

duststorm wrote:You don't even need to make a .bat for it. Just create a shortcut to makehuman.exe and modify the target line in properties.


Thank you. For the moment I am still running the python file but when I get to using the 'exe' again I will do that.
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Re: Suggest a pose

Postby Aranuvir » Mon May 25, 2015 6:37 pm

To come back to the topic of the post. Posing the hand is still quite a pain to me. So hand poses like a fist, or holding something, etc. would be helpful to me.
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Re: Suggest a pose

Postby duststorm » Tue May 26, 2015 12:48 am

zoiner wrote:For the moment I am still running the python file but when I get to using the 'exe' again I will do that.

Same goes for the makehuman.py file
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Re: Suggest a pose

Postby zoiner » Thu May 28, 2015 7:34 pm

Agree about hand poses.

It would be useful if they could be applied independently, both to different general poses and to have different poses for each hand.

Examples:

Standard pinch grips - thumb opposite fingers?

Power grips - eg holding a hammer?

Operating a trigger?

Ball grips?

The Grasping Hand By C.L. MacKenzie, T. Iberall 1994 reviews the taxonomyof grips.
I will look and see if we could devise some core positions that people could then build on.
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Re: Suggest a pose

Postby duststorm » Fri May 29, 2015 2:29 pm

Pose combining can be done more easily in Blender, where you have a lot more features and freedom to do it.
I think we will not risk making the MakeHuman interface over-complicated to implement such a specific borderline case. Blender already does this very well.
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Re: Suggest a pose

Postby grinsegold » Mon Aug 03, 2015 8:58 am

joepal wrote: what poses would you want to have access to out of the box?

I try to make a tut on how to use high heels in MH, but i'm far from getting it right. My goal is to be able to use more sophisticated heels than closed boots where you can mask out the foot. I decided to make peeptoes with bare heel. If i manage to do that, i'm sure i can do any high heel.
I already made a target for tight toes ("enge Zehen" in german). But to model high heels on the makecloth avatar i also needed the feet to bend in order to have the model stand on its foot-balls. I "set as Base" the makecloth avatar as base shapekey for the maketarget avatar and "loaded as target from mesh" an exported, posed basemodel from MH as target in blender (after applying the posed feet for it), but when i use that target in MH, the feet (and not only them) are being distorted weirdly
high heel target issue8.png
wtf?!

high heel target issue2.png

(i could get rid of those distortions with "selected verts only" for the body, but still got those rolled-up foot rims).
high heel target issue6.png
high heel target on, imported to blender

high heel target issue3.png

high heel target issue4.png

This way however i was able to get at least the front part of the shoes sitting where it should be in MH. As expected, the shoes got distorted in MH when applied on the flat foot of the base character,
high heel target issue5.png
but when i exported a model with that shoes into blender, the heelpart was messed up - shortened to the half.
high heel target issue7.png
high heel target off, imported to blender

And of course i had to re-pose the feet in blender.
Exporting a pre-posed model into blender with the shoes already applied would be the way to go.
There are two other paths i haven't yet examined: (1) adding a foot rig to the maketarget avatar and (2) sculpting the vertices manually (and i hope that i find a solution before i do THAT!).
And i still don't understand how to use/edit the foot helper bones. As far as i understand it, that's used to tell blender where the ground is, but i have to admit that i haven't got positive results yet. And if i knew more about those strange cubic helper meshes on the makecloth avatar... i have a suspicion that they have something to do with the distortion issue i'm having.
high heel target issue1.png

Or is it because of the weighting of the footbones? Or has it something to do with negative z values or a wrong origin point?
So a high heel target (for heels up to 10cm height) would be very conveniant, but since maketarget is exactly created for this, i'd be even more glad if i could find some help to do it on my own, using maketarget.
And still that does not solve the problem of not having a bended foot on the makecloth avatar for optimal response on the modelled shoe-mesh. How about a rig for the makecloth avatar? Would that be possible?
And sorry for this post becomming a bit off-topic.
Last edited by grinsegold on Mon Aug 03, 2015 2:04 pm, edited 6 times in total.
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Re: Suggest a pose

Postby grinsegold » Mon Aug 03, 2015 11:53 am

Edit: I tried the following to get this result:
love it.png

high heel target.png
Notice my other target proposals, maybe not the bottom one;)

I loaded a base character (only adjustment was usage of my tight toes target) into blender and duplicated the mesh and rig. Then i posed the feet of that second character, trying to keep as much vertices of the leg as possible at the same position as the unposed first character. Then i applied the pose of the second mesh. Now i set the first, unposed character as base and "loaded as target from mesh" the second one. I selected only the vertices up to the knees, where the two meshes start to be very similar, in order to use the "selected vertices only"-option. Now in MH, the target seems to work nicely, no foot-wrapping anymore, no weird body displacement. The downside: exported into blender, the sole isn't recognized as floor-level - the foot IK bone is at z=0, but the sole is lower. And blender starts being buggy. The mouse pointer selects not where its icon is. It's offset. Any ideas?
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bone issues.png
Last edited by grinsegold on Mon Aug 03, 2015 6:17 pm, edited 4 times in total.
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Re: Suggest a pose

Postby brkurt » Mon Aug 03, 2015 2:35 pm

Aranuvir wrote:To come back to the topic of the post. Posing the hand is still quite a pain to me. So hand poses like a fist, or holding something, etc. would be helpful to me.



I have created several models with posed fists, if you use Blender you can download them from the forum. The big trick is that you have to position your free rotation cursor to be flat to the model (at least in Blender). I don't usually use free rotations, instead I used constrained ones. The bones have to be lined up orthographically--so that the head and tail align completely--and then you can move the fingers and thumb into a fist. :geek:

The good news is the you only have to do one hand once, then mirror the pose, and save them individually. After that, just copy the hand bones, and paste them into a new pose.
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Re: Suggest a pose

Postby grinsegold » Mon Aug 03, 2015 3:20 pm

brkurt wrote:I have created several models with posed fists, if you use Blender you can download them from the forum. The big trick is that you have to position your free rotation cursor to be flat to the model (at least in Blender). I don't usually use free rotations, instead I used constrained ones. The bones have to be lined up orthographically--so that the head and tail align completely--and then you can move the fingers and thumb into a fist. :geek:
The good news is the you only have to do one hand once, then mirror the pose, and save them individually. After that, just copy the hand bones, and paste them into a new pose.

Maybe you can tell me how to fix my foot bones (please look at the two posts above yours)? And maybe you can explane the usage of the helper bones in order to tell blender where the sole is when using bvh-files?
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