The choice of mesh and clothes is made in the file proxy.cfg, located in the same directory as the MH program. The instructions in the file are hopefully sufficient.

I have tested to import the dae files into Blender 2.55 without problems. It does not work with Blend 2.49b due to some encoding problem, but this should not be a big deal since you can save a blend file in 2.55 and open it in 2.49b. The dae files have not been tested with other software, and I would like to know if there are any problems. In particular, there is an extra, small bone at the end of each chain. This was necessary to make things look good in Blender, but may cause problems elsewhere.
Hey...
ReplyDeleteIts really grate work you are doing.. Can you provide me the blend file of the above video? I will give you a nice render of it..
Heh. No, I didn't save the blend; it only took half an hour or so to create it from scratch. Besides, the point with the OpenGL render is that it shows that the characters have different topologies. What does not show, but is nevertheless true, is that there are also three different rigs, and the mocap tool can load bvh animations to all three.
ReplyDeleteI just wanted to say, that the export to DAE feature is totally not working in the current makehuman, as far as I can tell anyway. When I export to obj, it works. But if I select DAE, and click "save", it does absolutely nothing except sit there, and no dae files, or any new files at all for that matter, appear in the export folder.
ReplyDeleteShould be working now, in svn and nightly builds. If not, what is the error message in the console (or in python.err)?
ReplyDeleteHi, I get an empty dae file (0b size) when using the collada exporter from nightly builds. This is on OS X. As per Aaron, I get an obj file. When I export to mhx, I only get the version for blender 2.49, not blender 2.5 which also seems a bit weird...
ReplyDeletecool
ReplyDelete