The proxy mesh is built from a subset of the original verts, connected by a new set of faces. I tried both to make the mesh pure quad and to maintain edge loops, but at the end I didn't quite succeed with either. There are also too many verts on the torso and too few around the nose, and highly curved areas such as the fingers and teeth tend to shrink when the number of verts is reduced. Proxy verts inherit weights and shapekeys from its parent verts in the original mesh, so the proxy can be posed and use shapekeys just as the original mesh, although the result is not always what you expect.
There are three new options in the MHX import script: Mesh, Armature and Proxy. They determine what parts of the mhx file are loaded into Blender. The main reason for deselecting the mesh is performance: loading it consumes a lot of time and memory. Deselecting the armature also deselects vertex groups associated with bones, leaving only a few groups that have other purposes.
Loading the proxy mesh has some quirks. In Blender 2.49, the normals are not consistent. To fix that, recalculate all normals (select proxy, Tab, A, Ctrl-N, A, Tab) (Now fixed). In Blender 2.5, the first material is SSS_skinshader, which should be replaced by ProxySkin from the dropdown menu. This is probably a weird Blender bug.
Hopefully the proxy mesh can be useful for somebody. At least I had fun making it.
Update: A proxy obj file is now generated on obj export.
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ReplyDeletethat could come in really handy for a base mesh bfore sculpting
ReplyDeletesorry should have asked before. any way to export the proxy as an obj?
ReplyDeleteNo obj export at the moment, but it is easy to implement. I will do that in a couple of days. For the time being, you can import the mhx file to Blender and export to obj from there.
ReplyDeleteHey! There's now an opensource cloth editor! Take a look at this: http://clothed.sourceforge.net/
ReplyDeletemakehuman + Cloth editor + blender = supreme sweetness
how do you open the mouth like in your screenshot?
ReplyDelete