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Question by Megaboy · Sep 30, 2015 at 04:22 PM · blenderarmaturemakehuman

MakeHuman rig - bone transformation causes mesh distortion

Hello everyone.

I'm using MakeHuman, Blender and Unity to create character.

What I'm trying to achieve is to give a player ability to control character's body parts(different in certain game situations) position with mouse movement

Character has rig, imported from MakeHuman and clothes, which were created and attached to rig(with auto weights) in Blender

EXAMPLE I have a problem (I'm going to explain it on head controll example): When I'm playing normal animations, which I created in Blender, everything works fine But when I'm trying to control character's head position directly with certain bone (e.g. "neck" or "DEF-neck") of the armature, mesh gets all distorted. But it works perfect with the same bone in Blender.

alt text alt text

I tried to repaint weightse in blender, but it doesn't work (weights look ok, but mesh still gets messed up)

I also noticed, that there are two different rigs, created automatically by MakeHuman. One of them has "DEF" prefix for each bone. Those rigs are somehow connected, but I don't understand how, and which one to use.

QUESTIONS 1. How to fix mesh distortion? 2. Which rig should I use?

Here are my steps:

  1. Create naked character in MakeHuman, save it as .mhm file with rig

  2. Import .mhm into Blender

  3. Create clothes (as separated mesh)

  4. Bind clothes to armature (with automatic weights)

  5. Create animations

  6. Export model to .fbx

  7. Load .fbx in unity

  8. Move bone in editor mode (mesh gets distorted)

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2.jpg (95.6 kB)
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Answer by Kamil1064 · Sep 30, 2015 at 06:18 PM

Hi, i don't know how good you know blender. Here is an old video I made once which showing you need to paint every mesh for bone:

https://www.youtube.com/watch?v=mBxAdkUEIMY
  1. Automatig weights aren't always good enough solution and sometimes we need manually to repaint weights. That problem is with your eyes (exactly behind eyes). it's also not recomended to have one mesh covering another like in that video (more stuff to counting by PC). In makehuman there is option to hide body under clothes.

  2. It's much easier to make animations with rigs (one objects controling more, Ie bow), but i'm exporting only bones, every animations you make will export to those bones so you don't need whole rig in unity especially rigs dosen't working as in blender (you need an addon or code it yourself).

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avatar image Megaboy · Sep 30, 2015 at 07:48 PM 0
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Thank you for detailed answer! Your second note made me realize some points. All these handles and controls are really confusing, it's easy to make animations with rigs as you said, but when I try to use initial armature that controlled by all these handy stuff - it gives me a headache. alt text I really want to paint all weights manually but I don't know how. it feels like all those handles are bones too and whole armature is inseparable. Is it possible to make animations with all this stuff, then delete unnecessary parts and export simple animated rig?. If it is exactly what you meant, it would be priceless if you explain how to make it

nice tutorial btw

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avatar image Kamil1064 Megaboy · Sep 30, 2015 at 09:36 PM 1
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Just click an bone (if you are in pose mode), then with holded Shift press R$$anonymous$$B on mesh and go to Weight mode. That's all, now you can paint mesh to that bone. And yes, that's no matter how are you making animations in blender (keying, constraints, drivers, scripts, motion capture and more). Everything is saved in bones so you can export only them and mesh. At start of that's video i used constraint to make that animation with gear and monkey: https://www.youtube.com/watch?v=gV84aFC9oRE While you are exporting you can click in options (Selected objects),

avatar image Megaboy Kamil1064 · Oct 03, 2015 at 12:26 PM 0
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You helped me a lot, thank you! Now everything works as expected. The tricky part was to separate meshes from controller-bones (I mean remove some vertex groups wich work O$$anonymous$$ with animations because the animation makes everything move synchronously, but not appropriate to be moved individually in Unity), automatic weights are good as a draft and make life easier but complex armature require complex approach.

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