something like an 'stable' mhx rig?

Tech support and suggestions forum. If you only have a basic question on how to get started, please use the "newbies" forum in the community section.

Moderator: joepal

something like an 'stable' mhx rig?

Postby richhl » Wed Mar 23, 2011 5:19 am

pls could you give me any advice about what svn rev of makehuman would we use? Currently i'm using "svn co -r 1944" because it claims to be blender2.54b friendly.

I want to study a while the mhx rig in order to make some scripting to reproduce animation with several mhx exports in blender. The use case is having the poses of keyframes and be able to make animations of man, woman, etc without having to do several times the work of posing the characters.

Constraints:
-Want to use blender 2.54b.

thx a lot. We are newbies in this field...we have analist/programmer (myself), graphic designer and 'cameraman' in our team.
richhl
 
Posts: 4
Joined: Sat Mar 12, 2011 2:07 pm

Re: something like an 'stable' mhx rig?

Postby joepal » Wed Mar 23, 2011 7:35 am

Your approach with locking at rev 1944 is probably the best idea. Since both makehuman and blender are in alpha/beta states, you'll more or less have to go for a trial and error approach to find a combination which works for you and then stick with that. In any way, using a later revision of makehuman would mean that you would have to use a later version of blender, since there are API changes in the blender python API.

Just a warning: By using blender 2.54 you are locking yourself to a blender version with an earlier version of the blender python API. Scripts written for this version are not guarranteed to work with later blender versions. In fact, you run a pretty decent risk of having to rewrite many scripts if you plan on using the stable blender 2.5x when it is released.
Joel Palmius (LinkedIn)
MakeHuman Infrastructure Manager
http://www.palmius.com/joel
joepal
 
Posts: 4627
Joined: Wed Jun 04, 2008 11:20 am

Re: something like an 'stable' mhx rig?

Postby ThomasL » Mon Mar 28, 2011 3:53 am

Blender 2.57.0 and MH alpha 6. Hopefully both will exist in a couple of weeks.
ThomasL
 
Posts: 1139
Joined: Tue Sep 15, 2009 2:46 am

Re: something like an 'stable' mhx rig?

Postby brkurt » Mon Mar 28, 2011 5:49 pm

It works as of today, in Ubuntu 10.10, at least, using release candidate 0 for Linux, and the latest MH nightly build. :D

Here's what the import looks like:

http://www.geekopolis.ca/images/import_mhx_Alpha6_Blender257.png

and here's what the model looks like:

http://www.geekopolis.ca/images/ellie2_Blender257.png

and here's the model. She's mostly Inuit with Neanderthal genes (I designed her for a sf story).

http://www.geekopolis.ca/blender/ellie2_257.blend :geek:
brkurt
 
Posts: 1100
Joined: Sun Feb 17, 2008 8:49 pm

Re: something like an 'stable' mhx rig?

Postby ThomasL » Tue Mar 29, 2011 9:24 am

Yes, current mhx files import successfully into Blender RC0, but I don't understand why :shock:

The recent change in the API for shapekeys made old mhx files unusable. Since I use version numbers to keep mhx files in sync with the mhx importer, I raised the version number from 1.3 to 1.4. However, I did not realize that the release of Blender 2.57 was so imminent, and the new importer did not make it into RC0. Importing an mhx 1.4 file with the mhx 1.3 importer should result in an error if the Enforce version option is set. But evidently it does not. Which is fortunate in this case :D

I also noticed that 2.57-RC0 is based on different revisions: 35795 for Mac and 35816 for Windows. The mhx 1.4 importer is in Blender 2.56.5 r35825 from graphicall.org. Whereas the mhx 1.3 importer can import mhx 1.4 files, the converse is not true.
ThomasL
 
Posts: 1139
Joined: Tue Sep 15, 2009 2:46 am


Return to Bugs, problems and feature requests

Who is online

Users browsing this forum: No registered users and 0 guests