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What rig export? MakeHuman - Blender
https://forum.ipisoft.com/viewtopic.php?f=6&t=6600
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Author:  DWolf [ Mon Dec 10, 2012 2:55 am ]
Post subject:  What rig export? MakeHuman - Blender

For a good animation (not deform) what rig export whit MakeHuman -> Blender ?
-mhxrig
-rigifyrig
-geme rig
-rigid rig

ecc...

Author:  DWolf [ Mon Dec 10, 2012 4:23 pm ]
Post subject:  Re: What rig export? MakeHuman - Blender

ok..i have one probleme whit all rig.. but the problem is not of the rig.. but the armor.. i think..

please see this video and help me..

http://youtu.be/UInrGaqpVbU

im noob T__T and.. i need help..

Author:  DWolf [ Tue Dec 11, 2012 7:29 am ]
Post subject:  Re: What rig export? MakeHuman - Blender

ok, i understand that i need select the armature..
but if select the armature, blender show an other error:

http://youtu.be/83IHm_HiPpA

where am I wrong? please help...

Author:  DWolf [ Thu Dec 13, 2012 5:24 pm ]
Post subject:  Re: What rig export? MakeHuman - Blender

I fixed the problem
the bvh of IPIMocap when export by "For Blender 2.59 and older" have different bones's name.. so i have export by "General BVH"
This is the new BVH:
https://hotfile.com/dl/184199910/f66aa5 ... 1.bvh.html

Ok, later.. i have make a IPI.src file for IPIMocap General BVH.. and it work fine.
This is the ipi.src file:
https://hotfile.com/dl/184198992/ee2d812/ipi2.src.html
its good and correct?

but:

1) i have add all fingers.. its ok or not?

2) i have a problem with Clavicle.. the Clavicle go down and deform the human's Chest

see the new video:
http://youtu.be/ybbkDjKimdo

please and help me..

Author:  Michael Nikonov [ Sat Dec 22, 2012 1:25 am ]
Post subject:  Re: What rig export? MakeHuman - Blender

Your Blender-related questions are pretty complex. We are not experts in Blender. You can try asking at Blender forums.

The problem with chest and clavicle in MakeHuman model is caused by the way the model is created. MakeHuman models are not optimized for use with Blender. They are optimized for use inside MakeHuman software (which uses pretty complex shape algorithms based on physical modelling of human muscles). You need to change the model or use a different model. Again, this is well outside the scope of our technology.

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