Tuesday, June 28, 2011

Rigify

Update 2011.07.06:

The rigification process has now been integrated with the MHX importer. It is now down to a two-step process:
1. Export from MH as mhx with Rigify checked.
2. Import into Blender with Rigify checked.
Details can still be found here.

Deformation has been improved by adding extra deformation bones. It is definitely not perfect, but the most awkward defects are gone.

Original post:

One of the more popular Blender rigs, or rather rigging systems, is Nathan Vegdahl's Rigify. MakeHuman can now export a character with a Rigify-prepared rig.



To get a rigified MakeHuman character into Blender, follow the steps described here.

There are still a number of severe problems. Some can be improved by better weight painting, others probably require extra bones or corrective shape keys.



Update 2011.06.30: Weighting improved. I finally managed to get automatic weighting to work with the MH mesh. This was not so trivial, because auto-skinning in Blender does not find solutions for the MH mesh, even with the simplest of armatures. The problem has something to do with either the mouth, eyes, brows or diamonds. When I deleted those, the remaining mesh could be auto-skinned, and the weights could then be transferred to the full mesh.

Three problems remain: 1. Bad shoulder and hip deformation, which problably requires extra bones. 2. IK fingers bending in the wrong direction. Finger joints need to be moved slightly, to tell the IK solver which way to bend. 3. Arm and leg twisting causing a candy-wrap effect. In the MHX rig that was solved with B-bones.

Monday, June 27, 2011

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Sunday, June 26, 2011

Rendering test (Aqsis + new models + new texture)

Testing new MakeHuman models and texture, with the default Aqsis skin shader.

Thursday, June 23, 2011

Ethnic tool: afro templates.

The base (caucasian, asian and afro) ethnic tool is now complete.

Wednesday, June 22, 2011

Hair as clothes

Recently I have worked on fitting polygon hair to the character. This is done in the same way as with clothes: move each hair vertex like the closest triangle on the base mesh.

Treating hair as clothes leads to a nice side effect: hair can be included in mhx export. By default the character is exported with curly hair, but this setting can be changed in the configuration file proxy.cfg, located (at least on Windows and Linux) in the MakeHuman program folder. The right picture was rendered in Blender, with no tweaking except for a subsurf modifier on the hair.


For serious posing with a long-haired character in Blender it is probably necessary to add extra bones and reweight the hair.

Monday, June 6, 2011

Ethnic tool: the female asian head.

A very accurate modelling, using multiple detailed references.

Saturday, June 4, 2011

New standard male M-02

A preview of new standard male model M-02 (it will be in alpha 7), in comparison with the old one M-01.

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