With inverse kinematics (IK) the hands and feet will keep their position when the body is moved. When you switch from FK to IK you need to enable the layers for IK also.
FK and IK have different control bones (custom shapes) for both modes. With IK you control the pose with the large plate shaped widgets at the hands and feet.
The lines you see are pole ...
You can use Object.to_mesh() to create a mesh datablock, which has deformations and modifiers applied. Mesh.transform() that with .matrix_world for world space:
C = bpy.context
ob = C.object
print(ob.data.vertices.co, "- Vert 0 (original)")
me = ob.to_mesh(scene=C.scene, apply_modifiers=True, settings='PREVIEW')
print(me.vertices.co, " - ...
I tested out 2 options...
MakeHuman Game Rig Preset:
MakeHuman > Pose/Animate tab > Rig presets > select game.json
Then export to Blender.
Works like a charm in Blender. It seems to have all the posing that Rigify offers. Imported from Blender to Unity3D and worked perfectly with Mecanim. This seems to be the way to go!
MakeHuman with Rigify option ...
The MHX1 format is extremely old and has been deprecated (in favor of MHX2) for many years. MHX1 should not be used, and no modern version of MakeHuman supports it.
Contrary to MHX1, MHX2 is an add-on that needs to be installed. It is not bundled with Blender.
How to get MHX2 support is answered in a MakeHuman FAQ, see http://www.makehumancommunity.org/...
And to complete the answers: You don't have to triangulate the mesh for python at all if you don't care about vertex order..you can use something like mesh.tessfaces which will represent your polygons triangulated.
Consider a [track to] constraint which rotates the bones
You can track to the camera or some object like two rectangles next to each other lets call them a pair of eye trackables, similar in placement to a pair of eye glasses. Depicted above in the animation is an example. Left eye tracks left point, right eye tracks right point. The points are eye ...
There are two different rig-types available rigify and mhx you need to enable the corresponding addon in the User Preferences.
MakeHuman rig (mhx)
The bones are organized in layers, with the addon enabled you get buttons to select them, in Pose Mode you can setup poses and keyframe them.
Same for rigify:
How should an animated character ...
Since you know how to load and retarget a bvh animation, i will try to explain how to use the nla editor to play some actions in a sequence
First you might want to open a dopesheet editor and set its mode to Action Editor. Every time you load a BVH animation the current action gets replaced by a new action. However every action uses the fake user (the ...
In order to solve your problem permanently you have to edit preferences.py file in /home/your_home_folder/.config/blender/2.81/scripts/addons/MB-Lab-1_7_5 folder:
use_censors = bpy.props.BoolProperty(
description="Use censors to cover genitals and breasts",
use_censors = bpy.props....
With makehuman textures, you can simply use the principled node and feed the image texture to color and subsurface scattering inputs.
To provide bump detail, duplicate the texture with Ctrl+Shift+D (this keeps it connected to the mapping node), and add a color ramp to create a greyscale image to feed into a bump node.
An example of a simple setup could ...
The best way I can think of is, for safety duplicate
the original object first as you suggested,
then remove the other parts of the mesh:
Select the part of the mesh to keep.
Press CTRL + I to Invert Selection.
Press X and Vertices to delete excess parts.
Or (not so good solution) you go back to object mode,
select the object if it is not already the only ...
After you created a walk cycle as described in an earlier post: How should an animated character be moved while repeating a walk cycle?
If only takes a few keyframes where you move the legs and arms
Note that the movement has to be in place, no keyframes must be added to the root bone.
Create a curve (This example uses a bezier circle) and add a Follow ...
The simplest process to achieve character animations, created from makehuman in Blender is the following:
1. Install makewalk. This is a Blender addon that should be contained in a folder called blendertools in your makehuman folder.
Drag the makewalk folder into your blender addons folder. On windows, it is c:\users*your_name*\appdata\roaming\blender ...
Actually the file is in great shape. All you had to do is set the Shading mode to GLSL. It's currently set to Multitexture, which is an older, and less powerful system.
As an aside, the purple texture you see is the normal map on the character, which isn't supported in Multitexture mode.
Download the make human blender tools from the make human website.
Open the zip. It will create a "blendertools" folder where you opened it.
Install the make human scene importer script:
Once the plugin is installed, this command will become available to you via python:
You never move the rig in object mode, you want to use the Root/Master bone exactly for this and also you never move the rig away from the Root/Master.
The reason is when you only animate bones, you get only 1 Action. Whereas when you animate also the object you get 2 Actions and it's messy. Can be problem when the rig is linked and you need to apply ...
Fixed the problem. Apparently the Textures must be in the same folder as the .dae file itself, and won't work if they are in a sub-directory.
So just drag all the textures to the same folder as your .dae file is in, delete the now empty texture folder (if you want) and now you can import the COLLADA into Blender.
I've seen this happen on a few models I've come across, but its an easy fix.
To see the weight paint, you need to unhide and select the deformation bones which are tucked away in Object Data under Skeleton - Layers. Ignore the Protected Layers bit.
I don't have a MakeHuman model handy, but this pic shows where the deformation bones are for both Rigify and ...
The scripting tab can be enabled under Settings->Plugins->7_scripting. When you restart MH, there should be a Scripting tab under Utilities. I have not yet run across any documentation, but the GUI does have some example API calls that you can append to your script by clicking the button. Good luck; I'm trying to figure out how to use it, too.
The video author is using Blender 2.77a, you are using 2.79. This is important since Blender got a few tweaks on importing Collada files.
I am using 2.79b and tried to replicate your problem. I don't get the same problem but I do get issues when importing Collada if I do it the way its done in the video. I was able to solve it with this setting:
This fixed ...
In Windows you're in weight-paint mode and in Ubunto you're in wireframe view (in object mode). If you want to change the Ubuntu version, hover over the 3D view and hit Ctrl+Tab to switch modes. Alternatively, use the menus at the bottom of the 3D view to switch between modes (see screenshot).
If you had auto run python scripts enabled in your preferences for 2.69 and you haven't enabled it or copied your user prefs in the new version, then it might be because some python drivers are being blocked.
If this is the case, there should be a message in the info header (at the top of the window by default):
You can either press Reload trusted each ...
I had similar problems, it seems to be a problem with depth sorting in blender. What helped me was setting:
Materials > Game Setting > Alpha Blend > set it to "Alpha Clip"
You should do this for the teeth and eyes, maybe skin aswell(try one at a time).
Other options that may have an effect on this problem are "Back Face Culling" and "Transparency".
Expanding on Ahdi, Gwenn, and Róbert László Páli's answers:
Deleting the extra objects is actually unnecessary, but it makes things a lot easier to find when it's time to append your objects. (Unless you have a good naming system so you can identify what object is which)
To delete extra parts of mesh:
Select the part of the mesh you want to keep:
It's easy to invert selection without involving Outliner space. After displaying all layers ~, just press Ctrl+I, or Select > Inverse Selection, in the 3D View space:
But to reuse a component of your character, you don't need to save it to a different file. Just make sure every object and obdata are properly named: what is the object, and which character it ...
I had the same problem for a while but solved all 3... I hope the following helps you...
as you can see this is the end result...
The first thing to do is to select each object and make sure the UV's are aligned correctly...
To do this, split the 3D view (I assume you know how to do this) and change the new panel into a UV/image editor, then, select the ...
I'm guessing that the Make Human importer sets up a Blender Internal Material based on the Material that's in the file you imported. This is not automatic yet for Cycles rendering yet.
First you have to go to the Materials Tab and click the 'Use Nodes' button.
Now you can up the Node Editor and add an Image Texture. Next, plug the Texture's Color output ...