Re: MakeHuman obj file

"mitnalice" <mitnalice-/[email protected]>
Newsgroups gmane.comp.video.blender.user
Message-ID <[email protected]>
yeah, the MH models are amazing, and editing the features is 
incredibly easy, but what use is it if i can't get the model out of 
that davinci pose? now, i knew that animation was no walk in the 
park, and i didn't expect to pick it up right off the bat, but you'd 
think you could count on even the slightest bit of begginers luck to 
coast you through the early stages of the learning process.

even following the tutorial i couldn't get the armature to mirror

everything seems to go alright up to about that point though



--- In [email protected], "Robert" <sniper_lt@h...> wrote:
>
> 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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