makehuman-plugin-for-blender
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Pose sync breaks face on socket imported toon
Seems something is glitching when running the pose sync on a toon with default skeleton, and which was imported over socket:
I currently don't even have a hypothesis on what's causing this, as I thought the whole import was equivalent to doing the same procedure with MHX
Ok, First a couple sanity checks
- You do have all bones selected when applying, unless this is just an artifact from the expression transferred.
- Did you check the console? SyncPose has a print(name + ' bone not found coming from MH'). If there is some kind of naming issue, you should get console messages.
What is actually committed on your branch does not have imports working right. Maybe just commit what you got, then merge to master.
If you post a blend somewhere with the poselib results, I can look at.
I've committed what I've got to my separate branch now. If import still doesn't work for you, do you get an error message? As merging my code to master will make master unusable for people with makehuman 1.1.1, I'd prefer merging it only once I've written some kind of announcement about it.
Concerning sync:
I've retried now, with the following results:
- Import toon in "none" pose. Sync with "none" pose > everything looks fine
- Import toon in "none" pose. Sync with "fight01" pose > face is messed up. I've pasted a blend with the results at http://pasteall.org/blend/index.php?id=50596
- Import toon in "none" pose. Sync with "none" pose, expression set to "effort03" > face looks fine
- Import toon in "none" pose. Sync with "fight01" pose and "effort03" expression > face is broken
- Import toon in "fight01" pose > face looks fine
- Try import toon + sync in other scale modes, results are same
The only thing printed to console is "Update pose". Before each sync, I've made sure to enter pose mode and select all bone.
It's interesting that the face is not messed up if importing a toon already posed, and that expressions are synced correctly unless a pose is chosen.
The pose when exported or transferred becomes the rest pose. When that pose is not facing forward, flying being the kind of the worst case, it did not really work.
I have not been there for a few days, but I believe when doing expressions, all bones are being ignored who are not children of head bone. I did not want these un-related bones to make their way into the pose library. If they did, then if you posed the skeleton, & tried to set the expression from the library, think the pose would get un-done.
The workflow I think works is, transfer with "none" pose. Suck all your expressions across into either a pose library or shapekeys. Pose the thing, either:
- manually
- Kinect
- IK
- Sync
Then add your expressions. If converted to Kinect, it would have to be via shapekey. To make sync-pose work after expression transfer work, should probably set it back to none in MH. It gets left with whatever was the last expression. Problem is "None" expression is not a file
Could probably put the last .zip file that worked with 1.1.1 out in repo with different name & just use master for dev to handle your concern.
👍 same issue for me
I think maybe the pose, the normal makehuman poses work without distortion
The poseur maybe didn't touch those bones during the posing.. he maybe was only moving the chin, eyes, etc., expect for the on that is distorted