import animation to a MHX rig make the foot move slightly.

Issue #1817 resolved
bouich jules created an issue

Hello,

I just want to point out this issue, that for some animation when i import the EXACTLY same animation made by my G8 to my G9 with MHX and without MHX the results are different.

I save pose without MHX and when i try import it to MHX well the results are slight different in the feet ( there is a movement)

please find a video in attachment for the same exact animation with and without MHX you will see that it’s not same.

Thank you,

Comments (11)

  1. Alessandro Padovani

    You may want to provide a sample animation and exact steps for Thomas to check when he comes back from holidays.

    Feet sliding was always a issue with mhx/rigify that’s why simple ik was provided as alternative. Then with 1.7.1 feet sliding was fixed, then with 1.7.2 there’s changes in mhx so may be we have a regression.

  2. bouich jules reporter

    Here is an exemple,

    Import to a G8F it will works perfect. Import to a G9 with MHX ( check all MHX cases except second IK foot and shaft winders) and convert pose G8F to G9 it will give very different results.

  3. bouich jules reporter

    to be honest most of my new animations MHX feet always give different results, it became really frustrating lol.

  4. Alessandro Padovani

    I suppose this is expected, pose conversion among different generations is not perfect. But better wait for the reply by Thomas.

  5. Thomas Larsson repo owner

    Are the feet supposed to stay put if you import the animation to a G8 character? The legs move around a lot here, for all characters that I tried: G8F, G8F mhx, G9, G9 mhx. The file also contains some missing bones that I don’t recognize:

    ['mmd_foot_ik_r', 'mmd_ik_r', 'mmd_ikp_r', 'mmd_foot_ik_l', 'mmd_ik_l', 'mmd_ikp_l']
    

  6. Thomas Larsson repo owner

    Fixed in last commit. There were actually two bugs. First, the duf file is slightly flawed, in the sense that the full rotation is assigned to the bend bones, and the twist bones have no rotation at all. I had encountered such files before, but apparently did nothing about it. Now the animation is normalized so bend bones have the bend animation and twist bones the twisting, which are then combined into a single rotation for the mhx bonese.

    The second bug appeared when I loaded the animation to a native G9 rig, not mhx. In G9 we pose a single bone for each limb, like mhx or rigify. However, the twist information was lost.

  7. Alessandro Padovani

    From the extra bones I suppose the animation was converted from miku miku dance, that already gave troubles with materials. But I agree it is good to always split bend and twist for G8, same as converting from other generations as G2 for example.

    Thank you for the fix.

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