Add initial prototype.
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Custom Human Rigs
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~~~~~~~~~~~~~~~~~
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Dependencies:
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- makeHuman v1.02+
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- Blender v2.76+
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- Blender MoCap Addons (for animations)
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- Blender MakeHuman imports Addon
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Workflow:
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Creating a basic, default human:
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1) ~ makeHuman
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- Start makeHuman.
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- Go to Geometries/Eyes panel, select 'None'.
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- Go to Pose/Animate panel, select 'game.json'.
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- Go to Files/Export panel, set 'Mesh Format' to 'Blender exchange',
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turn off 'Feet on Ground' option,
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set 'Scale Units' to 'meter',
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set 'Filename' field to 'human',
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click the 'Export' button (next to the Filename field).
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- Close makeHuman.
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2.0) ~ Blender
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2.1)
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- Start blender.
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- Press 'a' 'a' 'Delete' keys, then confirm that all should be deleted.
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- In the 'File' menu, select 'Import' and then select 'MakeHuman' in the subMenu.
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- This will bring up a dialog which asks for the location of the 'MakeHuman/Blender Export' file we have formerly created with the makeHuman app.
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- By default, this file is usually located at ~/makehuman/v1/exports/human.mhx
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- Once the file has been imported into Blender, we should see the skin and bones of the model (zoom in via mouse wheel for better view).
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2.2)
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- In the 'File' menu, select 'Export' and then select 'Collada' in the subMenu.
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- Set 'Filename' field to 'human.dae'.
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- Click the 'Export Collada' button (next to the Filename field).
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3) ~ Lace/MMI
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- The generated Collada .dae file can now be imported as an MMI Rig (whose motion is controlled by phsyical forces ... ie gravity, etc).
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Creating a basic, default animated human:
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1) As above.
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2.0) ~ Blender
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2.1)
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- As above.
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2.2)
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- In the 'File' menu, select 'Import' and then select 'Motion Capture' in the subMenu.
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- Navigate to the folder which contains the desired motion capture file, select it and click the 'Import BVH' button.
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- In the 'Poperties' panel, select the 'Object' icon (a little orange cube).
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- Use the mouse wheel to zoom out, until you see the imported BVH rig, and then select it with right mouse button.
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- Use the mouse wheel to zoom in, until you see the the original human model, and then add it to the selection set with <shift> right mouse button.
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- You should see in the 'Properties' panel (under the MoCap tools) a means of mapping from the imported 'MoCap BVH' rig bones to our 'makeHuman rig' bones.
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- Before we do the bone mapping, we must click the MoCap tools 'AutoScale' button. This scales the 'MoCap BVH' rig to match the scale of our makeHuman model.
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- Now we do the bone mapping:
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- Click the 'Guess Hierachy Mapping' button in 'MoCap Tools' panel. This will attempt to do as much of the mapping as it can 'guess' (based on bone name similarity).
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- Go thru each remaining 'unguessed' BVH bone and assign the equivalent bone in the makeHuman rig. If there is no matching bone, ignore it.
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- Mark any 'feet' bones by clicking on the 'little man with one foot on ground' icon. This allows the Retarget to prevent 'skating'.
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- When bone mapping between BVH rig and makeHuman rig is done, click the 'Save Mapping' button and then save the blender file (for future use).
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- Click the 'Advanced Retargetting' checkbox and then click the 'RETARGET' button ... this might take some time 5..20 mins depending on your cpu speed.
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- Now we get rid of the BVH rig, as it's animation info has been placed into the Human rig.
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- Select the BVH rig (in Blenders Object mode) and press 'Delete'.
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2.3)
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- In the 'File' menu, select 'Export' and then select 'Collada' in the subMenu.
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- Set 'Filename' field to 'animated_human.dae'.
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- Click the 'Export Collada' button (next to the Filename field).
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3) ~ Lace/MMI
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- The generated Collada .dae file can now be imported as an MMI Rig with ability to animate as per BVH motions, as well as via normal physics.
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