Adventures of Wandering Armpit Vertices

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Adventures of Wandering Armpit Vertices

Postby RedIronLabs » Wed Jun 01, 2016 4:46 am

Hello everyone,

I suspect you may already know, but I'm seeing some interesting anomalies with the armpits. I haven't tested these once input into Unity, but I can see them in the make human pose system for sure.

For a good example, pick any shirt and just use a super man pose!

Image

In some cases, younger children for example, the armpits "suck in" and move up. Creating a gap. This one isn't so bad, some clothing is worse.

Image

At older ages, they can create sharp points (this is using the built-in clothing).

Image

In superman poses they are really weird.

Image

And here it is with my textured shirt.

Is this something I can fix by working with Vertex Groups in blender? Or should I maybe just fix the models post-creation?
Lloyd, RedIronLabs | FileArchiveHaven | LRHS
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Re: Adventures of Wandering Armpit Vertices

Postby joepal » Wed Jun 01, 2016 6:25 am

Is any of this visible on a model which does not have clothes? The reason I ask is that we have a similar problem with some ethnicities but somewhat diffuse data. In that case the armpit as such becomes crappily deformed in some poses.

Otherwise, it looks like a bug with MakeClothes, where it has matched a vertex on the clothes with the wrong vertex on the body.

My guess is that this will be visible in the weight painting in blender. If you figure out which vertex group(s) are involved and mark them (on the clothes) in weight painting mode, you should be able to re-paint that area.

I'm going to report this as a bug too.
Joel Palmius (LinkedIn)
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Re: Adventures of Wandering Armpit Vertices

Postby joepal » Wed Jun 01, 2016 6:34 am

The bug is here: http://bugtracker.makehumancommunity.org/issues/1034, please add any further testing / info there.

Anyway, try this for a work-around:

* Install MHX2 if you don't already use it
* Use the skeleton "default no toes"
* Export using mhx2
* In blender, import mhx2 but check the "override" checkbox.
* At the bottom of the panel, set the rig to "exported mhx"

Is the problem now visible when you raise the arm in blender?

(this solved most of the problems with the ethnicity deformation)
Joel Palmius (LinkedIn)
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Re: Adventures of Wandering Armpit Vertices

Postby RedIronLabs » Wed Jun 01, 2016 8:38 am

joepal wrote:The bug is here: http://bugtracker.makehumancommunity.org/issues/1034, please add any further testing / info there.

Anyway, try this for a work-around:

* Install MHX2 if you don't already use it
* Use the skeleton "default no toes"
* Export using mhx2
* In blender, import mhx2 but check the "override" checkbox.
* At the bottom of the panel, set the rig to "exported mhx"

Is the problem now visible when you raise the arm in blender?

(this solved most of the problems with the ethnicity deformation)


Hey, thanks for the speedy reply.

I'll give it a look over tomorrow and see what I can do. I'm happy to fix it post export too, but I'll see if I can give good step by step instructions. Right now I'm just using the clothing that comes with MakeHuman, and the default female with a focus on asian ethnicity.

I'm still finding my way around MakeHuman, but did manage to create our first pajama set. I'll dig at it first thing - thanks!
Lloyd, RedIronLabs | FileArchiveHaven | LRHS
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