Tool which retarget MHX to import default rig

Issue #549 closed
engetudouiti created an issue

I really hope to see (as future request when you can take time), if Thomas will offer best retarget tool only for this purpose ^^;

I already test some retarget tools. (free add on), but most of them is not made for this specific purpose

1 add on, not link directly, then only show link after transfer animation. (bake) so it is not so useful, if I hope to confirm how retarget pose work for each frame. another add on offer some useful futures, but they force to change all mapped bone rotation order as XYZ. then one option, (hide driver) to show visual transform. (and confirm baked animaiton), it actually try to remove all bone constrain (which not mapped), so all limit or some default bone driver will be gone when I use the option.

I actually thanks those add on author. but it seems best if Thomas someday offer retarget tool which customized best for, convert add on MHX animation to defualt daz import rig. ^^;

about baking tool blender offer already, so it not need to add. just to get retarget animation for default rig. when we Pose MHX . I do not expect you can make it at once, but if you offer it, I really apreciate and may hope to test much.

Comments (9)

  1. Alessandro Padovani

    As I understand it, the baking for mhx is done by “transfer ik > fk“, and the retargeting for mhx is done by “save pose preset“.

  2. engetudouiti reporter

    I know what you described, but it not generate real good preset which can use as daz animation.

    because MHX rig and default rig already different, then to get good preset file, I need to use default rig when import pose preset. (actually Thomas already said so)

    IK to FK convert need not. because if retarget work , we do not need to separate FK or IK . how we pose MHX, the pose transfered for the default rig >> bake the animation >> save as pose preset.

    So even though Thomas offer kind of easy go tool for the purpose, I hope to use best retarget tool for this purpose.

  3. Thomas Larsson repo owner

    I think this is difficult, and not so important to me. MHX seems to connect some bones, in particular in the spine. I don’t remember if this is necessary, but at least the bend and twist bones must be aligned with the long limb bones which is another difference. This is a comparison between G8F and the MHX deform bones on layer 32:

  4. Rose Odimm

    I’m curious, there is BVH retarget for BVH file but what you guy use for retarget the FBX file like maximo?

  5. Alessandro Padovani

    As I understand it, connecting bones is necessary to use auto-ik, that’s ik posing for fk chains. See #210. So it shouldn’t be necessary for ik chains. The small difference in position in the mhx rig causes sliding feet when targeting the genesis rig, so it’s not usable for quality animation. I mean if we want to use mhx to make animations for daz.

    The simple ik rig gets the daz bones so no retargeting is needed and the animation quality is good when we export to daz. So I guess we could just use simple ik to animate for daz and mhx to animate for blender. That is, simple ik is the way to go if we want to do animations for daz studio.

  6. engetudouiti reporter

    Yes those connect or non connect difference will cause difference when retarget to default bone . (then new constrain sometimes added to remove foot slide.

    My main concern is “get minimum foot slide” as possible as I can , bend neck and torso is not difficult to adjust, but foot slide (foot contact ) is not easy.

    I think

    A retarget MHX animation to def import rig.

    B save def rig animation as Pose preset for daz rig (in daz studio)

    these 2 steps may need to be improved separately .

    Then I hoped if Thomas can offer tool which retarget MHX <> default. (A)

    But not plan to start talking, the tool is for what purpose etc. and of course it depend your will.

    So I may customize other retarget add on to work better as I need. (not easy then request it if Thomas make it ^^;)

  7. engetudouiti reporter

    And I never talk here about simple IK so please not mix things. I never plant to use simple IK for make any animation or pose. if I need not stable IK, I simply pose as FK. only reason I use MHX main is stability. so There is no case I use simple IK in blender. (never plan to use it)

  8. engetudouiti reporter

    I have one question to ask Thomas about “save pose preset”

    if I modify all def bone rotation order as XYZ, and save pose preset and load them, it will cause difference in daz studio when compare it with the preset which keep default bone rotation order?

    I understand limit constrain may not work for the case. but other pose transform value will be correctly converted for daz rotation, when load the preset in daz, even though I change rotation order for all def bone in blender?

  9. Log in to comment