@arbopa not quite, the names are right just the bone orientation is wrong which is why you have to re-target the anims
So is there anyway to get the joints orientated properly? I have a feeling if those were right then things would look a heck of a lot better. I still get loads of strange twisting in an imported character and I am betting it has to do with that.
Thanks for your videos.
I did pretty much everything in Your tutorial and ended up with something like this.
Hands looks worst, but legs are also slightly distorted.
Im clueless what could cause this.
i have no idea, did you make sure that your using the Uengine rig and have the t-pose set before you export from makehuman
just a quick thought, try the process without clothing on the character. it’s late here now to i’ll check back tomorrow
Yes, im using makehuman nightly with uengine rig, exported as fbx (not binary) and in T-pose.
sorry i’ve no idea what your doing wrong, i just did an export with clothes added the tp template to my project and re-targeted the anim and it works just like i show on the video
MH version r1734 / makehuman-unstable-20150310-win32
Tried one more time, this time didn’t change nothing in modelling phase, uengine, tpose, geometries for clothing , non binary fbx, feet on ground, centimeter, hide faces under clothing, high poly eyes , no teeth brows tongue etc,
MH v. r1746:d736750aef66 win 32 unstable
ill check Your version if its obtainable.
edit: Its not, actually. Could You share Your version?
wish Geodav hadn’t fallen asleep could use that version myself, thought i’d try out the nightly build as well, looked really hopeful but the one I downloaded someone’s messed it up as well. just like yours TheBricktop
after the shoulders or the Clavicle the bones are crunched up against the body,(neck down was fine) and won’t work unless I retarget them someway. (TheBricktop if you notice the show tab in that view you posted click it n check bones and you’ll see why that looks that way)
anyway, save that version Geodav & upload it for us if you have somewhere you can. it seemed to work from watching your video.
So i thought this would help anyone working on this issue.
thanks katzu that’s exactly what I more or less figured out last night, although the mesh still gets a bit messed up when you use it in UE4
so pretty much confirms what the problem is
could tweak the mesh somewhat in UE4 using retargeting but still was twisted too much to actually use
now more or less just trying to think of some way to get a model into blender then get it properly weighted to the UE skeleton, so retargeting & animations will work correctly.
what !!! omg i’ve already deleted it
well the rar so i re-made the rar and uploaded it to my dropbox Dropbox - File Deleted
i’ll be very honest i doubt its makehuman but something your doing either on import to ue4 or when you re-target the anims
hi geodav, well the link that katzu provided pretty much describes everything I have seen so far.
http://bugtracker.makehuman.org/issues/760
I get this same result everytime, but honestly the mesh gets messed up in the process to the degree where I really wouldn’t use it straight out of makehuman like this anyway. (I think you mentioned this in your video)
well was worth trying, would’ve been great if it worked right, but thx
Wow, glad I was not downloading the new builds as they went… I still have the zip for r1734 (when it still worked), you can get it on my dropbox here.
It worked perfectly after getting a working version of MH. Thank you GeoDav and Arbopa
so it was MH after all ho well glad you’ve got a working version now
I would still like to know/learn how to get the MH skeleton to be ‘correct’ so I do not get strange twisting and such when the model is brought into UE4.
I did find this:
http://www.makehuman.org/doc/node/alpha_7_creating_a_custom_rig_with_makerig.html
But am really new to all this rigging and animation, will look at it though and see if I can figure any of it out.
add:
Looking at that ‘tutorial’ for making a custom rig, it points to makehuman/data/rigs as where the rig goes… in there is a .json file that contains the data for the rigs. I wonder if just knowing the proper ‘roll’ for some of them can fix the rig?
As an example from that file:
"bones": {
"Root": {
"head": "Root____head",
"parent": null,
"reference": null,
"roll": -1.4193105697631836,
"tail": "Root____tail"
},
"ball_l": {
"head": "ball_l____head",
"parent": "foot_l",
"reference": "toe1-1.L"],
"roll": -0.013643646612763405,
"weights_reference": "toe1-1.L","toe1-2.L","toe1-3.L","toe2-1.L","toe2-2.L","toe2-3.L","toe3-1.L","toe3-2.L","toe3-3.L","toe4-1.L","toe4-2.L","toe4-3.L","toe5-1.L","toe5-2.L","toe5-3.L"],
"tail": "ball_l____tail"
},
"ball_r": {
"head": "ball_r____head",
"parent": "foot_r",
"reference": "toe1-1.R"],
"roll": 0.013643646612763405,
"weights_reference": "toe1-1.R","toe1-2.R","toe1-3.R","toe2-1.R","toe2-2.R","toe2-3.R","toe3-1.R","toe3-2.R","toe3-3.R","toe4-1.R","toe4-2.R","toe4-3.R","toe5-1.R","toe5-2.R","toe5-3.R"],
"tail": "ball_r____tail"
},
"calf_l": {
"head": "calf_l____head",
"parent": "thigh_l",
"reference": "lowerleg01.L","lowerleg02.L"],
"roll": 0.0,
"tail": "calf_l____tail"
},
"calf_r": {
"head": "calf_r____head",
"parent": "thigh_r",
"reference": "lowerleg01.R","lowerleg02.R"],
"roll": 0.0,
"tail": "calf_r____tail"
},
Hey Everyone,
makehuman-unstable-20150325-win32 is out and it seems to have the monster hands problem fixed
Now I just have to figure out how to fix the dislocated clavicles and it’ll all be good!