Make Human Rig

Issue #323 closed
Shaun Collins created an issue

Hi Thomas,

I hope you are well,
I hope for assistance with Blender in general, after using a feature in your more recent DAZ importer!

I have enjoyed using the MHX (Make Human Rigs) ever since your plugin allows for DAZ Character to convert to the MakeHuman Rig!

they are easy to use.!

I would like to know how can I make a “Make Human Rig” for a character I have made from scratch inside blender this is nothing to do with Daz! Just a new person character!, Is there a way I can use your plugin to create a NEW rig for my custom character?

I also have MakeHuman plugin installed for blender and don't see anywhere how to make a rig for a new character??, the make human plugin allow import a MakeHuman Project.. but I just want to use the rig!

How did you make this work I wonder!!!! I am lost. such as, how did you make a daz character work with a MHX Rig!

regards

Shaun

Comments (3)

  1. Alessandro Padovani

    Thomas will better reply. Meanwhile some ideas if it may help.

    A. You may import a daz rig and fit it to your custom figure, then use the convert to mhx tool.

    B. You may use the convert to mhx tool with a daz figure, then fit the mhx rig to your custom figure.

    Personally I believe A may be easier. For custom figures though, blender already gets the rigify system that’s far more advanced than mhx. May be what you’re asking for is a meta-rig for mhx, that would be very similar to point A.

  2. Thomas Larsson repo owner

    As Alessandro said, import a daz character and fit it to your custom figure first, the convert to mhx. The daz rig then becomes analogous to the metarig for rigify. As with the metarig, there are some things to think about:

    1. Import the character with the right scale. You can rescale the rig afterwards, but some drivers may also depend on the scale and they are not changed if you scale the rig.
    2. Import expressions while the daz mesh is still in place. The standard morphs are driven poses of the face rig, so once they are in place you can use them for your custom mesh as well. The morphs are not found if the daz mesh has been removed.
    3. Edit the armature to fit you custom character. As with rigify, be sure to maintain roll angles. The main bending axis should be X for all bones.
    4. Add an armature modifier and vertex weights to your mesh. The mesh should be parented to the armature. It is probably a good idea to check preserve volume (dual quaternions) in the modifier options.
    5. Convert to mhx.

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