First, the files were moved from utils/mhx/ to importers/mhx/blender249/. The utils folder is not included in the A4 release, and thus neither was the MHX importer. With the new file structure, it is clear where to put MHX importers for other packages (e.g. Blender 2.5), as well as importers for other formats that we might want to define in the future (e.g. mhx2). The importers directory should be included in the next release (note to Manuel and Joel).
Second, FK/IK switch has been brought back as an option, despite it being buggy. Let me describe the problem, in the hope that some Blender guru can explain how to fix it.
When we
So this is the problem with FK/IK switching. If somebody knows how to make this work properly, only using Python, I would be happy to know.
Update: Bruno Chansou has found an explanation for the behavior on another forum. The constraint IPOs are connected to a pose action rather than to the constraints themselves (at least that is what the tooltips say). To fix it, do the following:
1. Select the bone LoArm_L
2. Click on the Copy Rotation constraint. The driver IPO curve appears in the IPO window. It is called "CoIpo.001".
3. The circled button is pressed. Unpress it.
4. When the button is unpressed, the IPO curve disappears. Reselect it in the popup menu to the right of the button. Make sure to reselect the correct curve (CoIpo.001), because otherwise the constraint may be driven by the wrong bone.
5. Repeat for all other driven bones.
The only problem with this approach is that there are 14 different bones with driven constraints, and you must repeat the procedure for each of them. To fix this manually after import is doable, but it would be better if the import script could handle it. So is there some way to unpress the button (disconnect the IPOs from the pose action) from within Python?
The affected bones are: UpArm_L, LoArm_L, Hand_L, UpLeg_L, LoLeg_L, Foot_L, Toe_L and the same on the right side. Some Limit Distance constraints are affected too, but that is a bug which will soon be removed.

Update 2: Bruno pointed out that the IK influence is also updated if you click in an Ipo or action editor window. Unlike clicking the the buttons window, this updates all influences in a predictable manner. Perhaps this is the best way to proceed if you don't want to spend time reconnecting all ipo curves for your character.
Blendernation is running a digg-like service at the moment, where you can submit your own news. Have you thought about posting this over there as well?
ReplyDeleteI posted a solution on the MakeHuman forum, post blender export.
ReplyDelete愛情不是慈善事業,不能隨便施捨。.........................
ReplyDelete