Malo
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Posts posted by Malo
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Yes detbear, Nemyax's plugin do it!
Via Blender you can use Dae, Fbx format too -
Hello,
Here is the converted model for AM
Importing polygonal models into AM, is interesting if they are not subdivided (low-poly), because in AM it will be subdivided again.
Currently the better to import a polygons model is to go through Blender using the Nemyax plugin. (https://www.hash.com/forums/index.php?showtopic=47778&hl=nemyax&do=findComment&comment=409574)
To go from Makehuman to AM, I advise to go through export to Blender of Makehuman (because it keeps UVs, bones and weights, which can be converted for AM).
Hope that can help you.
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Merry Christmas!
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Waoow! Thank you very much!
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Hello,
I do not know if it will help: I compared the files and found that the
is not in the same . This does not seem normal, and i don't know why this differences. -
Waow! Nice plugin!
Thank you Nemyax!
No need to have a detailed model, it is possible to have a close enough model of the original.
For that use the modifier called "Smooth", apply a negative value.
place it before your subdivision modifier.
In edit mode, select "non manifold", invert the selection, and create a vertex group.
In the "smooth" modifier, choose this vertex group.
Play with the negativ value to found the good volum.
Here a picture to show the result with "smooth modifier"
Thank again Nemyax!- 1
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thank Rodney for the answer.
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Hi,In libriairie, we can see icons. I would like to know, if it will be possible to see this icons, instead of the generic icon, in windows explorer?
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Nemyax,
I think too it does not exist yet. It will be a good plugin.
Fuchur,
your doubt is right, "Cutplane " breaks uvs
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An another idea... Actually it is possible to snap a spline to another spline, but it is not possible to connect them without break the UV, or 5 points.
A plugin that will do it, will be great. Imagine you have a librairies with members (with rigging and UV), with this plugin, it will be easy to drag members on your model and connect them. This would give the opportunity to AM to be a sort of "creature creator"- 1
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Thank you David!
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Thank you Nemyax and Hellraiser!
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In your picture the % of the weight don't work too.
See this picture to see the difference :in Bone window the % of the influence of the bones don't work. (as your picture)
In action window, that work. -
I want to say, % of weighted don't work. A CP whish as 50% BoneA and 50% BoneB, if you move it with Crtl key, it will be 100% BoneA and 0% with boneB.
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Hi Nancy,
Thank you for your reply.
Indeed, it is possible to modify the geometry in the "bone" window via bones, but then the "weigts", smartskins and constraints are not accessible.
I experimented with the hair and decals... it seem that there are no problems now.
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Hi Robert,
http://treser.net/AnimationMaster/2016/export.wmv (27,3Mo)Here a simple video to explain how to build a model with parts (that are rigged) of body.
You create your librairies (of bodies,fingers, hands, foot, heads, arms...etc. (rigged)), drop and place (scale,modify,rotate...etc.)them.Is it easier to understand? (I am sorry for my poor english)
My problem, is to find a way to optimised the step between the come back from the action window to the modeling window, without to have to save, open new model and close old action and model. -
Hi Detbear,
Thank for the answer.
Pose can't help me for the use I want. The idea is to use bones constraints (translate, rotate, scale...) to place part of members (weigted and rigged on the axis) . The idea is modeling and rigging simultaneously. Able to model moving models (more natural, and more pleasure for me) and not models in T only, without complicating the rigging.
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Hello,
Able to model using the window "action" is interesting.However, to my knowledge, we need to export the action in a new *.mdl, and open the new model in a new window, to take advantage of the changes.Is there a faster way, without having to export to a new *.mdl, but applied directly the action to the origin *.mdl? -
Hi Furchur,
"Smooth" is interesting, but not give the same result.What I need some time, when I modeling, is to create a circle with one spline of a shape, to create tubes. -
Hello,
Dream of wizards ... great!
Here, some ideas of wizards, these are ideas come when using repetition of certain work step. (My English is not good, so I made drawings.)
The first is a tool that would make a spline closed in a circle.
The second wizard would insert a fan bone.
The third is more complex. It would insert bones and splines to a selection for modeling in action mode.
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you're right, Rodney, "it is not possible to create a four-sided patch with a single spline" is better!
the peculiarity of the spline selection by the keyboard "," that if the spline crosses an even number of times an intersection. then CPs will not be selected. If it is an odd number then they will be selected.(apart if the CP is the referent of the selection.) (this could be considered a bug?)It is why you seem to have more than one spline selected (in reality, it is the same spline, but some CPs are lost.)
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Hello, It is because that all the sides of the patche are in the same spline. It is not possible to make a patche with a single spline.By copying, you dont' take all the spline , you select four segment of the splines, so you break the spline in 4 splines which is why it becomes visible.PS: it is the same problem as this report: http: //www.hash.com/reports/view.php id = 5593
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Hello,I don't know why this option is in AM.However I have seen:- Model exported is lighter! (This is an important option for storage)- There are not unused numbers for Cp's name. (The format is cleaner).- The organization of CPs in the splines is better.- Rendering patches is slightly different (very small hurt) (but I think it's just a coincidence)That's basically what I could see.
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Bloavezh mat! Happy New Year!
Let everyone have the opportunity to create something beautiful on AM .link to an interactive greeting card.
(It is made with AM for the modeling and animation, Blender for UV and paint, and Construct2 and Q3D for the interactivity. Use the mouse or the keyboard to move)
(Bloavezh mat = "Happy new year" in breton language)
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Makehuman Obj Import
in Open Forum
Posted
That's work too with Daz's models.
But it should not be forgotten that these are not models whose topology has been reflected for the patches ... hence a patch densities too high, and renderings with defects.