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Hash, Inc. - Animation:Master

MakeHuman


fae_alba

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Optimization often leads to building multiple versions of the same model, some with more complexity than others.

There's a more elegant and very popular method: using a specially-built proxy cage (aka shrinkwrap), which in turn drives the deformation of the high-resolution model (or optimal-resolution model as the case may be).

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Malo that model came out nice in AM, was there a ton of spline repair on it? Conversion tough?

Curious because I just downloaded it to fiddle with making some custom bobble head models for my 3d printer thats on the way. Be nice to be able to exaggerate features of people I know that I can rough out the facial features in MH. Guessing the low level editing and magnet tool in AM be perfect for that.

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Hi Ken,

 

No, no editing of splines.
Edit splines in AM make lost UVs , and make to have to close 5 patches sides.
The conversion is not difficult . ( I will create a video to explain how to do it, when i will have more time.)

The difficult come that you must use more programms to do it, and then it looks complex.

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It is textured, it has the rig. But it is not weigted.

Hey Malo- I DL'd and took a look at that model... sure is heavy splines! Did you put the rig in it or did it come across from MakeHuman with rig? It's not bad, as you say- needs weighting... perhaps bone falloffs would be the way to go.

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Hi John,

 

The rig is Extracted from exported BVH's MakeHuman , using a PHP script writing with one of my brothers in 2010.
For the weigts, the solution would be to create a converter that would import the mesh, the Uvs, groups , bones and weigts ... which is quite possible , if the model contains only quads and intersections to 3,4 or 5 poles, like what modeler's MakeHuman do , and new tools for automatic retopology do too .
Yes the model is too dense ... that's the risk to convert polygonal models not designed for AM , or who have not been retouched .

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