More types Bonerigs

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More types Bonerigs

Postby skyregent » Sat Nov 28, 2015 11:02 pm

Hello again MakeHuman Community.

Dealing with Makehuman i came across one problem and i wanted to tell you guys about it.

Makehuman characters are exported fully rigged and thats so handy and quick, all the bones blend when you manipulate them

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However while clothing my character with my own created clothes i often decide to eliminate bone weights/history so before doing that i export the weights of each bone into JPEG maps in order to re-import them when i finish clothing later on

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My issue came when i re-imported those weight maps, the later end of all my bones were without any kind of weights.

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Only with the end of my bones happends this, when i select the second-last it works fine.

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I got confused so i wished that the breast of my characters had 2 bones in a MH rig... I want to ask if there will be more types of rigs for MakeHuman 1.1.0, in my nightly build version i see 4.

Excuse my english.
Thanks for reading.
skyregent
 
Posts: 11
Joined: Mon Feb 23, 2015 6:06 pm

Re: More types Bonerigs

Postby skyregent » Sun Nov 29, 2015 5:40 pm

Autodesk says :

Note: If the joint has a bone, the influence of the joint extends along the entire bone, from the center of the joint to the end of the bone. The joint’s influence can extend to all the points near the entire length of the bone. If the joint is an end joint (has no bone), then the joint’s influence just extends forward from the center of the joint.

Thats bad news, but the end-joint bone has still de weight painted in them, so thats good, but soft bind of maya dont recognise those end-joints when importing, so what i did is this mel script

Only works on FBX exports
I recommend that you leave the name of your mesh
female_genericMesh , and put script in shelf.

http://www29.zippyshare.com/v/gd1M3wGH/file.html

This script MEL only adds an extra end-joint bone to the chest and fingers so when you import your weights all the mapped bone function correctly.

1/ before activating script, export the painted weights
2/ delete mesh history, do modifications, cloth, deform at your choice
3/activate script
4/select all the joints in outliner or select | select by type | joints
5/select mesh and do a smooth bind
6/then go to edit smooth skin | import weight maps

Now all the bones will funtion nicely and you will now be able to do for example | Copy weight maps| in your clothing and be able to use the the last end-joint breast bones to do bounce motions, the fingers will also work as intented as they were rigged in makehuman.

I dont do scripts, im not good at it...i will probably fail you, but at least you will be able to understand my concept and find a quick fix.

PS: I forgot to mention that this method will only work with the nightly build wich has 4 posible rigs, you will have to select the rig (only one) that has the 2 breast bones.

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skyregent
 
Posts: 11
Joined: Mon Feb 23, 2015 6:06 pm


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