Inverse kinematics on makehuman models in unity

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Inverse kinematics on makehuman models in unity

Postby newbie2017 » Sat Jan 14, 2017 12:36 pm

I am trying to implement inverse kinematics using one of the assets provided in unity asset store [Bio IK] (https://www.assetstore.unity3d.com/en/#!/content/67819) on a model exported from [MakeHuman](http://www.makehuman.org/)

I tried to follow the demo scene provided in BioIK unity package and also one of [IK Tutorials on youtube](https://www.youtube.com/watch?v=EggUxC5_lGE) However the structuring of the model is different in the one exported from makehuman and the one present under default unity third person controller standard asset.

Screenshot (29).png
Difference in model structure for makehuman model and default unity character model


I am able to rig and animate the makehuman model as explained in [this youtube tutorial](https://www.youtube.com/watch?v=i7a_wlAKB7I&t=514s) however I can't figure out how to implement IK on a makehuman model successfully.

Please let me know what it is that I am doing wrong or some link to a tutorial which explains about implementing IK on a makehuman model inside unity.

**Sidenote**: I came across a few forum questions such as [this one](https://blender.stackexchange.com/quest ... ender-2-78) which explains about implementing IK inside blender using mhx export format but it was also mentioned that is only for blender and nothing else.
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Re: Inverse kinematics on makehuman models in unity

Postby joepal » Sat Jan 14, 2017 1:11 pm

Did you read this? http://www.makehumancommunity.org/wiki/ ... them_there

In my experience, at least foot ik works without any problems following that pipeline.

Without being an expert on unity, I'd assume that on the step with the green guy (the "mapping" tab), you could move around bone mappings to fit other specific needs.
Joel Palmius (LinkedIn)
MakeHuman Infrastructure Manager
http://www.palmius.com/joel
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Re: Inverse kinematics on makehuman models in unity

Postby Shaba1 » Fri Jun 30, 2017 11:17 pm

joepal wrote:Did you read this? http://www.makehumancommunity.org/wiki/ ... them_there

In my experience, at least foot ik works without any problems following that pipeline.

Without being an expert on unity, I'd assume that on the step with the green guy (the "mapping" tab), you could move around bone mappings to fit other specific needs.


That page primarily explains how to get the MH materials and textures to show up in unity3D. Which is not the MAJOR problem when importing a model with the mhx/mhx2 rig. The major problem is that the unity mapping does not know which bones to pick for which limbs. And no one has really explained it.
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