fae_alba Posted January 4, 2017 Posted January 4, 2017 So my darling daughter has made a whole bevy of make human characters for s story she is writing. She asked if I could bring them into am and see if they could be rigged and animated. I tried one character (below) and while it imported, some weirdness ensued. The big issue is that while I can see the imported model in wireframe mode in the modeling window, it disappears in shaded mode. The mesh appears ok (though way way too dense). Has anyone had experience bringing in these obj files before? Ryan-20170104T200945Z.zip Quote
fae_alba Posted January 4, 2017 Author Posted January 4, 2017 aaannnnd as soon as I posted this I see that the obj file came through with a bunch of groups, all with transparency set to 100%. Yeesh. Quote
Malo Posted January 4, 2017 Posted January 4, 2017 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. Quote
detbear Posted January 5, 2017 Posted January 5, 2017 Malo, Are you saying that weights and bones can be imported into A:M from Blender? Quote
Malo Posted January 5, 2017 Posted January 5, 2017 Yes detbear, Nemyax's plugin do it! Via Blender you can use Dae, Fbx format too Here an example (in the zip, the MDl and textures) Quote
detbear Posted January 6, 2017 Posted January 6, 2017 Has anyone tried this using Daz to blender then to A:M?? Quote
Malo Posted January 6, 2017 Posted January 6, 2017 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. Quote
fae_alba Posted January 6, 2017 Author Posted January 6, 2017 I experimented a little with makhuman yesterday. I could not for the life of me find a way to reduce the density of the mesh being saved. Being so new I figure it's a learning curve issue, but right now, while it's great to be able to construct human models this way, the high density, and honestly the still generic looking models, it's almost not worth it. The work that would be involved to reduce the patch count would be more than building a character from the ground up in am. Again my opinion is formed based on my newbie status with both makehuman and blender, so if I'm wrong, speak up! Quote
John Bigboote Posted January 6, 2017 Posted January 6, 2017 Have you looked at the Adobe product... Adobe Fuse? I think there is a thread on here where Rodney and I both experiment with it... Quote
detbear Posted January 7, 2017 Posted January 7, 2017 This is a real Achilles Heel for Hash. There just isn't an efficient means of transferring this data in a usable way. I stress "Efficient". It can be done, but it's just way too time consuming and difficult with all the workarounds and such. Once the models are cut down, details are lost. There is hope and I'm glad to see the work via Blender. But then again, there's a huge learning curve and it takes time. Lots of time and R&D. Quote
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