Make animations for MakeHuman rigging/bones/skeleton please?

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  • Make animations for MakeHuman rigging/bones/skeleton please?

    It has been said in a tutorial here that importing a model you "made" in make human into blender is a good start for making a nexuiz model. The next step is to remove unneeded verticies from the model, streamlining it. The step after that is to make the textures. The final step is the most difficult: making the animation.

    All MakeHuman exported models have the same rigging/bones.

    If animation was made for that rig and shipped with nexuiz than any player could import from MakeHuman into blender, work on his model, export to nexuiz without having to attempt and fail to make good animations. This would add alot of fun and ease of use to the player-making game.

    Please, some artist (or programmer), make animations for the MakeHuman bones/rig for nexuiz which can be included. This will allow all makehuman derivitave models to be supported out of the box.
    tundramagi
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  • In these days I thought to extend my export tutorial guide to make human. I'll see what I can do (I never used). But, don't forget that:
    1.Makehuman models are naked (and I don't think we want to make them fight like porn actors! :D ) so we should first "dress" them!
    2.The best practice would be to retopo the original geometry instead of chopping some faces(is not a good method, it creates a lot of triangles, unbeaty faces, and it's harder to skin it)
    Anyway, is a good approach for realistic model/skins!Good Idea tundramagi!
    If nexuiz community were more collaborationist we really could think to create a "pipeline document" for artists, so texturers could have their job, modellers could have their own, and so on :cry:
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    toneddu2000
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  • Well yes, one can model the clothes on in blender, but it's really useful to have an actually good model of a person easily made allready onwhich to put the clothes :). Also Makehuman will have it's own clothes support sometime soon (it allready has rudimentary hair finally).

    It also exports directly to .obj now :D

    Could you make the animations for the makehuman rig/skeleton pleeease. It will allow us to make models so much faster as we will not have to attempt and fail at making animations. We can just make the model and texture and stuff we want and then it will just work as nexuiz would allready ship with an animation set that works with all makehuman derived models (because they all use the same bones).

    Please?

    Here's where the nightly builds are for make human:
    http://mh.jwp.se/builds.php
    tundramagi
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  • I have an older version of makehuman. when i export, there is now armature. and I can't get the new one cause i don't have 10.5

    here's something i made though, as a clothing exorcise.
    Image
    Why has a developer ever needed any reason other than "it looks bloody awesome?"

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    Yoda almighty
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  • @tundramagi :

    Could you make the animations for the makehuman rig/skeleton pleeease

    I'll see what can I do with my little knowledge of mh
    It will allow us to make models so much faster as we will not have to attempt and fail at making animations

    If it's just for this you can try the guide I wrote for zym/dpm exporting, there's a dummy object inside with ALL animations required by Nexuiz. Just replace dummy object with YOUR object by skinning it, and you're done: you'll be ready to export!

    @ Yoda almighty:It's really good like start point!IMHO now I'll focus on texture details(on the jacket and jeans),making a detail/bump texture. I like hair very much!
    cheers
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    toneddu2000
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  • Hi,
    I'm really happy to see someone is asking for this stuff even though I know nothing a bout nexuiz. I have been working on the collada file which is exported using makehuman and then imported in to blender to create some animation. Then I need to render the model as well as the animation using openGL. Currently my solution is using COLLADA DOM. However, I got a really thorny issue that every thing seems to be ok when I animated using blender and the rigging is animated perfectly in the viewer application of COLLADA DOM while the meshes don't deform at all. Is there anybody has any alternatives about this? Or has some successful experience using COLLADA DOM along with blender?

    Any help would be appreciated. Thanks in advance.

    Cheers,
    Ray
    rliu030
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  • I never even knew about make human. I lack the expertise to help with what you're asking for but I think this is a great idea. Hopefully someone else can contribute.
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    [-z-]
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