Re: MakeHuman obj file

"Robert" <[email protected]>
Newsgroups gmane.comp.video.blender.user
Message-ID <[email protected]>
You should be certain that you are using the script from ideasman 
that I gave you the link to. There is a script included with the BF 
blender download that will import "Lightwave" .obj files. When I 
tried it with MH it imported the model fine but then I could not go 
into the edit mode for the model, I could not add any materials or 
textures to it and I could barely select it(sometimes a right click 
on it would work,sometimes it would not. After asking a question on 
the MH forom somone told me to download and use ideasman's script and 
it imported perfectly. I also hear,but have not tried, that his 
decimator script from that same page will work a lot better on MH 
meshs then blender's built in decimatior. The built in one works fine 
so for for me but I have not done a side by side comparison using the 
same imported MH mesh yet.

Well you are asking the wrong person about armatures. After 5 years 
of using blender, I still have not wrapped my mind completely around 
the armature,bone,IK,FK,action,pose mode,NLA concepts that have to do 
with armatures. I guess that is one of the New Years resolutions I 
should make for myself.

I do know that MakeHuman 1.8?? Came with a armature for your creation 
built in. Basically  you made you human in the script then pressed a 
menu item on the interface and it would move and rotate the limbs of 
your model to fit and already pre-made armatures structure. You then 
had to save the blend file under another name or you would lose all 
your mesh changes. Actually two blend files to be safe. One for your 
mesh without the armature and one for the mesh with the armature in 
after you added it to the mesh. That was becasue when you added the 
armature in MH the mesh was changed its a kind of squatting pose to 
fit the armature.

From what I read at the MakeHuman site, that change was done because 
the standard MakeHuman mesh would not deform correctly If you added 
and armature to it. Something about the mesh vertices being in the 
wrong places at the joints. Or not enough vertices at the joints. I 
really did not fully understand the explanation.

But it seems that MH 2.0alpha has not armature included with it. So 
you have to add your own when you import it into blender. This seems 
to go along with the developers trend of getting away from MH being 
and blender script and into it being a stand alone program for making 
human models to input into a seperate rendering program such as PIXIE 
or Aquis.

My interest is 3D animation and Interactive Network 3D creation(i.e. 
VRML,X3D,Flash) So static renders/renderers tend not to capture my 
interest. BUT even so MH is the best Human modeler that I have seen 
outside of Poser and its FREE!!!!


--- In [email protected], "mitnalice" <mitnalice@y...> wrote:
>
> thanks. turns out i had the script. yeh, i'm a complete novice.
> any advise for armature in the make human models ... i tried making 
> some for the thing but it twisted my model's left forearm out of 
> whack.... when i went back to try again, when i tried to parent it 
a 
> message popped up saying the program had run into an error and had 
> to shut down
> 
> 
> 
> --- In [email protected], "Robert" <sniper_lt@h...> wrote:
> >
> > 
> > 1. Download this script from this site. You will need to 
> rightclick 
> > on 
> > the link that I will put in at the end of this message, and 
choose 
> > Save 
> > TargetAs.(IF you are using window and Internet Explorer)
> > 2. When the Save dialog box pops up navigate to the 
> folder/directory 
> > that you saved blender into. Go to the .blender sub folder. go to 
> the 
> > scripts subfolder and save the obj_import.py file.
> > 
> > 3. Open blender.  Place your mouse pointer in the 3d window.
> > 
> > 4. SPLIT the 3D window.-SLOWLY move the mouse pointer down toward 
> the 
> > button window until it is right on the border between the 3-D 
> window 
> > and the button window and it turns into a double headed arrow. 
> NOTE 
> > you 
> > must move FROM the 3D winodw TOWARD the button window BUT NOT 
INTO 
> > the 
> > button window. Just stop at the border between the two. Window 
> > spliting 
> > in blender gives you the choice of splitting the window that your 
> > mouse 
> > pointer moves FROM as it appoaches a border between two windows. 
> If 
> > you 
> > over shoot and try to move the pointer back to the border, it 
will 
> > give 
> > you the choice of spliting the wrong window.
> >  
> > 5. Select split window from the pop up menu. The 3D window will 
be 
> > split vertically.
> > 
> > 6. Left click on the double headed vertical arrow next to the 
> button 
> > that looks like a grid in either of those two window's header.
> > 
> > 7. In the menu that pops up choose Scripts Window.
> > 
> > 8. In the new "Scripts Window" you will have one menu choice in 
> the 
> > header named "Scripts". Left click on it and in the menu that 
pops 
> up 
> > left click on "Update Menu".
> > 
> > 8. The menu will disappear. Left click on "Scripts" in the 
Scripts 
> > Window header again. This time go to the "Import" sub-menu. A new 
> > widow 
> > will pop out giving you the choice of several import formats. 
> Choose 
> > the one that says "OBJ".
> > 
> > 9. The scrips menu will change to the import scripts interface. 
> left 
> > click the "Seach" Button. The import script's interface will 
> change 
> > into a standard blender file selection window.
> > 
> > 10. Navigate to your MakeHuman installation directory/folder and 
> then 
> > to the "exported" sub-directory/folder. If you have tried pushing 
> > the "save as obj" button in make human several times you will 
have 
> a 
> > LOT of files in that directory that have names 
> > like "outfile1,outfile2,outfile3" I would left click the one with 
> the 
> > highest number. These are all the .obj files that you have tried 
> to 
> > export and the one with the highest number is the most recent.
> > 
> > 11. Click the load button in that file selection window. The OBJ 
> > import 
> > script will appears again. Then left click the "Load" button in 
> that 
> > winodow and your MakeHuman will appear at the location of the 3D 
> > cursor 
> > in the 3D window that you have open.
> > 
> > Here is the link.
> > 
> > http://members.iinet.net.au/~cpbarton/ideasman/obj_import.py
> > 
> > 
> > I purposely made this a "click this and click that" post becasue 
I 
> do 
> > not know your level of experiance with blender or windows and I 
> find 
> > that many of the tutorials online just ASSume the reader might 
> have 
> > knowledge that the author does.
> > 
> > Edit
> > 
> > --- In [email protected], "mitnalice" <mitnalice@y...> 
wrote:
> > >
> > > hello, all
> > > can anyone tell me how (or if it's even possible) to import obj 
> files 
> > > from MakeHuman?... and for that matter is it possible to reopen 
> those 
> > > files in mh?...
> > > i won't lie, i'm basically illiterate, so i may be missing 
> something 
> > > right under my nose, but i'd really appreciate any help you can 
> > > offer ... hate to think i sat here downloading these programs 
> just to 
> > > have to resign myself to pen and ink
> > > thanks
> > > c
> > >
> > 
> > 
> > 
> > 
> > [Non-text portions of this message have been removed]
> >
>






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