dsnero.blogg.se

Makehuman black eyes
Makehuman black eyes









  1. MAKEHUMAN BLACK EYES HOW TO
  2. MAKEHUMAN BLACK EYES CODE

Well the bones look the same if I import it into blender via the mhx2 import. (yes I am highly technical but it all makes perfect sense to me and that is what counts) - it might actually be those boob bones that gave me the weight issues I had. I am not a makehuman fan lol I just had to comment on those boob bones. I would extrude another bone set and put those at 90 degrees and the new ones pointing more forward like at a right angle to the reoriented boob bones that are wierd like that and then weight the boobs to the new bones. Nice except the "boob bones" as I call em those are the wierdest looking boob bones lol. Sw00000p can give the Max version of that modifier, as I don't have Max. That will not mess anything up, in terms of skinning. I think your after a higher poly-count for sculpting? There is a "smooth" in MH that basically doubles the poly-count, or you can apply a sub-division modifier in Blender.

makehuman black eyes

You can adjust all those bones in 3DX for fine tuning if need be. So it looks like a crap-ton of bones, but that's not really an issue. When you characterize, any bone you skip over is effectivly treated as part of the previous bone. I think finding the right rig will be the starting point. The stable version has many more rigs but no t-pose. Or maybe not, i have a choice of 2 MH one is a nightly build and has a few more functions (like t-pose) but very few rigs.

MAKEHUMAN BLACK EYES HOW TO

Did you have any issues with the FBX file and are you still up for showing me how to rig right Anaximander would like to follow along as well if ok but the fbx I posted is giving issues in blender and I am getting this in Max Also I did not export the model in a good t-pose so going to re do that. So thanks for the vid, it will be very useful on the rout. Hi Swooop this is my fault posting while tired, the issue with the eyes was way before I could get them in to Iclone this will explain a bit better, the issue was morph target not working how I expected in blender. Why you need fbx ? max works with obj or do you need the character with rigging ? ĭude you still here ? I have the model opened in 3dmax. Ok thats fine needed to fix a few things. Ok sleeps out the window I can export the MH mesh as a obj Gona grab a coffee then start with this I did some stuff in Max 5 but never skinning and used biped for the bones so totally new really I have never tried, and probably never will, creating one for Makehuman. They have been active on the forum over there. This person looks to be changing the eyes with their morph target.

makehuman black eyes

I can make targets but the eyes always mess things up anyone hit this ?

makehuman black eyes

The advice on mhx2 is solid.Does anyone here have a good working knowlage of makehuman and blender ? I have it a issue making targets for makehuman and so far not getting any reply to questions asked it the makehuman forum.

MAKEHUMAN BLACK EYES CODE

We could blame conceivably blame the MH FBX exporter for being "incompatible with Blender's importer" but the MH FBX exporter's code is not necessarily out of spec. MH code's transparency in an alpha channel which seems at odds with the way many 3D programs expect to receive it by default. It has been a while since I played with FBX, but it seems a stretch to blame the fbx exporter for the "handling transparency improperly". FBX may be an industry standard but it is closed source/commercial and very hard for open sources projects to fully implement without being taken to court by AutoDesk the owners for that reason we most of us prefer our own mhx2 for importing into blender it does handle the alpha channel properly. Loki1950 wrote:The fbx exporter does not handle transparency correctly you have to enable the alpha channel on the materials panel in blender mentioned in the wiki if you need more detail.











Makehuman black eyes