0
$\begingroup$

I'm trying to use this program called MakeHuman which creates a rigged mesh for you, but I am trying to edit the mesh in Blender before using it in Unity. There are so many layers and complexity to the Blender scene that I don't know what to do, even given that I have done basic rigging manually before.

For simplicity in example, I would like to replace the head of the mesh with a cube. I believe what I must do is:

  1. Unparent the mesh from the rig (how do I do this properly?)
  2. Edit the mesh
  3. Re-parent the mesh to the rig
  4. Assign automatic weight painting

I've tried this before and what I get is my character floating in space in Unity, I believe because there is something wrong with the weight painting?

Please help!

Thanks

http://www.pasteall.org/blend/37244

enter image description here

Recently I've tried clearing all the Vertex Groups and modifier after Clear Parent, editing my mesh, then reparenting with automatic weight. When I go to bring this into Unity with animations put onto it, it just stands there. enter image description here

$\endgroup$
1
  • $\begingroup$ Your file isn't showing up on paste bin. Please add it directly to your question (How to add a blend file) Also, MakeHuman has several options for what kind of rig to export, and there are two different ways of importing a MakeHuman character into blender. Can you add those steps to your explanation? $\endgroup$ Sep 8, 2021 at 0:32

1 Answer 1

0
$\begingroup$

I think your steps should look more like the following:

  1. Edit the mesh

    1.1 - delete the vertices for the head

    1.2 - shift+a (to add) and select cube (while still in edit mode)

    1.3 - The cube should be selected. Place the cube (g button) to desired location.

    1.4 - make sure the vertices of the cube are still selected, and go into the "data" panel (icon is a polygon triangle thingy), find the vertex group named "DEF-head", and assign the cube vertices to that group (set slider to 1.0 and click "Assign" button).

$\endgroup$
3
  • $\begingroup$ Hi @beiller, Thanks for the reply. I have tried this where I have: 1 - Imported the new "head" I want 2 - Selected the original mesh and deleted the weighted head vertices 3 - Joining the two meshes together 4 - Assigning the new vertices (all selected) to be weighted under the DEF-head vertices group $\endgroup$
    – 835
    Jul 24, 2015 at 15:16
  • $\begingroup$ i.imgur.com/KsjrGyQ.png $\endgroup$
    – 835
    Jul 24, 2015 at 15:26
  • $\begingroup$ Wow that looks super creepy! :) Make sure the armature is not a parent to the mesh (alt+p). We only want to use the "Armature" modifier, not parenting. Also when joining, try both orderings. I think the makehuman mesh should be the second one selected, but also try vice versa. $\endgroup$
    – beiller
    Jul 27, 2015 at 6:01

You must log in to answer this question.

Not the answer you're looking for? Browse other questions tagged .