Sunday, January 31, 2010

Nightly builds temporarily unavailable


Unfortunately, I am being forced to switch off public access to the nightly builds. I had not foreseen the huge interest, and do not have the infrastructure to handle it. The nightly builds are currently hosted on a private server I have on a web hotel, and I did most definitely not buy the net capacity nor the machine to host this kind of traffic.

The last few days the machine has served 10-15 gigabytes per day, and then only counting nightly builds.

Me and Manuel are discussing different ways to solve this, and will most likely figure a way around the problem soonish. Until then, the nightly builds are password protected so that at least the devs have somewhere to go.

If you have suggestions you're welcome to publish them as comments here. Some things we've discussed so far are:

  • Launchpad (but that only works for debs, so would exclude tarballs and the windows builds)
  • Sourceforge (only allows downloads of a single files a time from a pool of mirrors, won't work with deb repositories)
  • Hosting at a university (but my department boss looked rather doubtful when I mentioned it involved 15gb traffic per day :) )
Apart from that I've been considering cutting down from "nightly" to "weekly" or even "monthly" builds, but that is in the first place not good for testing and in the second place it will still not really solve the problem since there's still a huge interest in getting the makehuman binaries.

Monday, January 25, 2010

Changes to nightly builds



(image: makehuman nightly running in windows xp)

The last few weeks, several changes have been made to the nightly builds. The full list of changes for the linux .DEB files can be found at http://code.google.com/p/makehuman/issues/detail?id=25 but the most important changes visible to users are:

  • Nightly builds are now available for the win32 platform
  • The MHX scripts for importing models into blender are enabled automatically (on linux using DEB installer)
  • An icon is now placed on the start menu under graphics (on linux using DEB installer)

The naming scheme has also been slightly changed, so be sure to read instructions on http://mh.jwp.se

Sunday, January 24, 2010

Hairs can be previewed before rendering

We get hairs preview when choosing the hair from the libraries menu. Currently there are 4 hairs. In short time we will also hopefully have the chance for editing hairstyles. Collision detection will be applied when the base figure changes pose. Things are looking bright :) I expect hair preview to be available in alpha 5.



Saturday, January 23, 2010

Alpha5 preview: gender tools, female breast.

Just a quick video preview about a new useful tool that will be included in alpha5. In the hope youtube will not ban me for this :-)



Monday, January 18, 2010

MHX and Blender import: Documentation and FAQ

Documentation about Blender import using the MHX format can be found here and in the documents below it.

Answers to some frequently asked questions can be found here

Don't hesitate to ask questions - your feedback improves the program and the documentation. But please check the FAQ first; the answer may already be there. Also keep in mind that MakeHuman is evolving; some documentation does not apply to the alpha 4 release, but to the version presently in svn. The FAQ explains how to update you program.

There are two hurdles that may prevent you from getting started:

The import script does not exist
By mistake, the mhx files where located in a subfolder of a utility directory, which was not included in the alpha 4 release. The files have now been moved to the importers/mhx/blender249 directory, which will be included in the next release. In the meantime, download the most recent files from svn trunk as described in the FAQ.

The character does not render on Linux, but only results in a blank blue screen
This appears to be a Blender bug on Linux, at least in some distributions. Apparently Blender can not read tif files (at least not the MH textures) under Linux. MakeHuman, Gimp and Linux' image editor all understand these files, as does Blender under Windows.

Workaround:
1. Convert the textures in makehuman/data/textures from .tif to .png.
2. Copy the PNG versions of the three textures (texture.png, texture-ref.png, texture-opacity,png) to the default MakeHuman export directory (~/makehuman/exports in the current version, makehuman/data/textures in alpha4). The mxh import script will look for PNG files first and TIF files later, and thus the PNG textures will be loaded.

Alternatively, you can load the textures in Blender after the character has been loaded.

Wednesday, January 13, 2010

Alpha4 build for people facing install problems in WINDOWS



Just please write a comment or two, so I will know if this worked. Btw, this should work in win98 (with correct graphic card driver installation). I added w9xopen.exe and python25.dll to make things win98 compatible.

Friday, January 8, 2010

Problems with FK/IK switch

Two modifications have been made to the MHX importer.

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 run the mhx_import script, the toggle button FK/IK switch decides whether dynamical switching is possible. If not, we have two more buttons to set Arm IK and Leg IK; they have no effect if the FK/IK button is active. Let us load a character with switching enabled. We now set the amount of IK with the four sliders on the top of the panel (left/right and arm/leg). The character has two sets of arms; the IK bones and the deform bones, which have a Copy Rotation constraint driven by the slider bones. The setup is best explained by a picture. If you move the slider bones, the deform bones should move towards the bones in the IK chain, but they don't. However, once the mouse is clicked inside the constraint area in the buttons panel, the influence is suddenly updated and the deform bones snap into place. Sometimes. But sometimes they don't.

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.

Saturday, January 2, 2010

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