Suggest a pose

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Re: Suggest a pose

Postby brkurt » Mon Aug 03, 2015 5:49 pm

grinsegold wrote:
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?


Yes, I can, and you can download several of my Wushu Kung Fu models as proof, but you probably won't like the answer.
The default rig needs to have Metatarsal bones (between the toes and ankle) to create the foot movement you need. I discovered this when trying to recreate the important 'hook foot' technique of advanced Kung Fu, made famous by Ehsan Shafiq.

The problem with the helpers at present is that a Collada export from Blender doesn't work in a program like Marvelous Designer, so I took the new rig philosophy and made some simple changes. Now, every movement that works in Blender works in Marvelous Designer.

Probably not the solution that you are looking for. :(
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Re: Suggest a pose

Postby grinsegold » Tue Aug 04, 2015 1:21 pm

brkurt wrote:Yes, I can, and you can download several of my Wushu Kung Fu models as proof, but you probably won't like the answer.
The default rig needs to have Metatarsal bones (between the toes and ankle) to create the foot movement you need. I discovered this when trying to recreate the important 'hook foot' technique of advanced Kung Fu, made famous by Ehsan Shafiq.

The problem with the helpers at present is that a Collada export from Blender doesn't work in a program like Marvelous Designer, so I took the new rig philosophy and made some simple changes. Now, every movement that works in Blender works in Marvelous Designer.
Probably not the solution that you are looking for. :(

No need to proof anything. If i wasn't assuming that you are an advanced user, i wouldn't have asked ;)
And i appreciate your answer anyways, even if i don't understand what you are talking about. Maybe we are talking about different things. I'm using MH as an extension for blender, in order to make images or animations, not for gaming or any "social" media. And as i said earlier, i'm planning to make a full tutorial on how to make and use high heels in blender and MH. So any contribution from your side regarding this topic will be highly appreciated. I'm doing the tutorial, because this way i'm forced to understand the process by heart first. I really want to learn that. And secondly i can fill the gaps on youtube a bit and reinforce the open source community. I imagine many people having the same problems as i do have.
But forgive me if i doubt that it's necessary to add bones (but if you can convince me i will go that way). The foot has enough mobility with the existing bones, only they are "displaced". I have the suspicion that the solution is quite easy. So i will try the easy way first and look what i can get by editing the bones in edit mode. Maybe i will run into weighting-issues, but i will face that at it's time. I'm looking for the shortest, most elegant way.
But again, if you have something to teach, please don't hesitate. Make some screenshots and enlighten me.
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Re: Suggest a pose

Postby grinsegold » Tue Aug 04, 2015 6:49 pm

I think i got it now. No high heel target needed, just an armature for the cloth human.Yeah!!!
Attachments
Yes! I.png
did it!.png
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Re: Suggest a pose

Postby duststorm » Wed Aug 05, 2015 1:28 pm

Actually the latest state of MakeHuman contains a feature called "special foot poses" that allows to load a correction pose for high heels automatically.
It's still undocumented, but it's working. You enable it by creating a new pose as bvh file with the foot correction you want, store the file in data/special_poses/foot and add the following line to the mhclo file:
Code: Select all
special_pose foot name_of_your_pose_file.bvh

See here: http://bugtracker.makehumancommunity.org/issues/913
and: https://bitbucket.org/MakeHuman/makehum ... 4575830a8d
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Re: Suggest a pose

Postby grinsegold » Sat Aug 08, 2015 3:05 pm

As far as i understand, that enables me to see the feet and any given high heels in makehuman in their natural shape, but that still does not help creating high heels in blender, right? If you model a shoe in blender, you want the feet of the makecloth human to fit them. Otherwise you can't transfer weights properly, right? And if you don't bend the feet and shoes back to flat before making cloth, the heel will get compressed. I wonder how you guys did your heels. Maybe you can tell me in short sentences, and if i'll be able to follow you, i will try to spread your words in motion pictures on youtube. Deal?
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Re: Suggest a pose

Postby duststorm » Thu Aug 13, 2015 2:11 pm

I just applied a pose to the foot of my basemesh and then modeled the shoes around it. When it was time to fit the shoes with makeclothes, I restored the mesh back in its original rest pose.
After creating the clothes item, you can flip back to the frame with the foot pose and export a BVH file from that pose (a 1 frame animation). This can be done by selecting the armature and using Blender's default BVH exporter.
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Re: Suggest a pose

Postby grinsegold » Thu Aug 13, 2015 4:44 pm

duststorm wrote:I just applied a pose to the foot

So you just rotated the fk-foot-/ fk-toe-bones? Or the ik-foot-bones? Or did you really apply the pose? And if so, did you use the "current→rest pose"-button at the very bottom of the MakeWalk utilities? Or the Ctrl-A-method? And if so, the "as rest pose"-option, or the visual transform?
duststorm wrote:of my basemesh

I assume you mean you borrowed an armature from an exported model to the makecloths-base mesh, right? Or did you mean an exported basemesh model from inside makehuman?
duststorm wrote:and then modeled the shoes around it. When it was time to fit the shoes with makeclothes, I restored the mesh back in its original rest pose.

Depending on what you ment with "applied", it would be great if you could specify your restoring method. I need to be so annoying, because i'm experimenting for several days now to get this right, and although my method can be regarded as a cumbersome version of yours, i'm far from being satisfied. The best result so far is a great looking shoe with very ugly distortions at the foot-ball area. And of course blender still regards the feet as flat if you load and retarget a BVH file, but maybe that's what you had in mind when you wrote:
duststorm wrote:After creating the clothes item, you can flip back to the frame with the foot pose and export a BVH file from that pose (a 1 frame animation). This can be done by selecting the armature and using Blender's default BVH exporter.

What version of MH did you mean with "latest state"? I'm using 1.0.1., and to be honest, i don't dare to upgrade, because i fear that i could lose some data, like e.g. textures, or that the blender tools won't work anymore. Can you allay my fears on that?
However, thanks a lot for your cooperation so far! I appreciate that. That saves me lots of hours.
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Re: Suggest a pose

Postby grinsegold » Fri Aug 14, 2015 3:34 pm

I now run the latest version of MH (1.0.2), but i still have no data/special_poses folder. I created that subdirectory manually, and i stored the bvh there. I also placed the script-line inside the mhclo file of my best heels, but since i don't know where to put it i placed it at the very bottom, right below the vertex data block. Maybe this caused the issue? When i opened MH and selected the heels, they didn't show up any more. After deleting the code line and reopening MH, the heels showed up again.
Last edited by grinsegold on Fri Aug 14, 2015 4:23 pm, edited 1 time in total.
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Re: Suggest a pose

Postby joepal » Fri Aug 14, 2015 4:20 pm

grinsegold wrote:What version of MH did you mean with "latest state"? I'm using 1.0.1., and to be honest, i don't dare to upgrade, because i fear that i could lose some data, like e.g. textures, or that the blender tools won't work anymore. Can you allay my fears on that?
However, thanks a lot for your cooperation so far! I appreciate that. That saves me lots of hours.


"Latest state" is usually the nightly build. 1.0.2 is a year old now, so the features you've been reading about lately are all specific to the nightly builds.

However, if you have assets developed for 1.0.x, you'll end up in a world of hurt if you try to use them in 1.1.x (nightly). The base mesh changed between these versions.

There's nothing stopping you from running them in parallel for testing purposes though. Just download and unzip the nightly somewhere else and see what's what.
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Re: Suggest a pose

Postby grinsegold » Fri Aug 14, 2015 4:40 pm

So i'll have to wait until 1.1.0 is out. Do the blendertools need to be replaced, too? The mhx2? And how likely is it that i will lose my assets again in two more years?
Sadly, since i'm using Linux, at least with its package-intallation, i can't have two separate versions of MH running. So hopefully i can catch up soon and make some progress.
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