Build a Human???

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Re: Build a Human???

Postby Squeeky » Fri, 15Jan30 07:31

I had some issues.
Firstly I had a model with a few basic add-ons. 3DS Max complained that there were 9 file errors relating to the path of various elements.
When I took the base model as given and tried to import it there was a complaint of 3 path issues. These related to eyes and skin texture, things that I didn't put into the model anyway. In that last instance when I view Utilities (which relates to debugging I see that 1 line is in orange relating to an unknown keyword.
Something is imported into MAX as I see two sets of "corners" which are to contain a) the body and b) the eyes.
There is a means to report a bug so I'll go back there, see what eventuates.
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Re: Build a Human???

Postby coder » Fri, 15Jan30 23:20

Maybe you need to convert it?

http://www.makehuman.org/doc/node/load_save_and_export.html
The default dialect currently ... is FBX 2013 ASCII
Other FBX dialects exist, and if you need one of those dialects, you can use the AutoDesk™ FBX converter
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Re: Build a Human???

Postby Squeeky » Fri, 15Jan30 23:50

I am still in dialog with MakeHuman.
I have followed the procedure for DAE and FBX as indicated on the page which you have supplied.
AutoDesk™ FBX converter? I can also give that a try. Thanks.
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Re: Build a Human???

Postby Squeeky » Sat, 15Jan31 05:56

Well I didn't have much joy there.
Firstly, MakeHuman staff are obviously sleeping.
Secondly, I can't find an Autodesk FBX converter for MAX 9.

But .... all is not lost. [img]images/icones/icon7.gif[/img]
I took the base model from MakeHuman, no alterations at all, and exported it into 3DS MAX 9 as an OBJ file! [img]images/icones/icon10.gif[/img]
(My MAX is a 32-bit version installed on a 32-bit machine. On initialisation a DxDDS.bmi error is reported saying certain system addresses could not be located. I am presuming that DAE and FBX files need the plugins which require the failed addresses whereas OBJ does not). :(

The wireframe comes across in one piece so I now need to understand how to "break" the mesh. I'm Mr Google, Youtube and the MAX tutorials can well guide me ... now to choose a starting point.
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Re: Build a Human???

Postby Squeeky » Sat, 15Jan31 08:03

SeeAll.jpg
SeeAll.jpg (25.79 KiB) Viewed 3517 times
Ah. Here is an update.

This image was built in PhotoShop using 4 distinct images as screen captures.

From left to right is a 3DS wireframe of Shark's Wendy in 3DS MAX 9. Next is a wireframe of a model as it appeared in MakeHuman. Third is how the same model appears in MakeHuman. Lastly is how the model appears in 3DS MAX 9 when exported.

Clearly Shark's wireframe is denser than that of the MakeHuman and that shows in the quality of the image that appears last. I'm not offering a Wendy image as we all know her skin quality.

I seem to remember that is is possible to increase the density of a wireframe which will obviously mean a smoother skin when rendered.

I feel excited to explore some more.
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Re: Build a Human???

Postby coder » Sat, 15Jan31 10:23

Wouldn' this version work?
http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=22694909
BTW: I sent the previous link more to show the limitations of different export options, since it quite obvious how to export.
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Re: Build a Human???

Postby Squeeky » Sat, 15Jan31 12:16

Thanks, but no, back here I made a reference to that, sure it was not explicit, but I did find that exact same link. Unfortunately it produces FBX not compatable with 3DS MAX 9, and does not allow backward compatability to that version.

No matter, I have a solution which works.
Variously I've seen persons posting to Youtube claiming to export MakeHuman to MAX, and that has frustrated me.
Well, anyone else being so bothered might give this a try as an option (that is not to say that what did not work for me won't work for them - hardware/software configurations).
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Re: Build a Human???

Postby coder » Sat, 15Jan31 13:25

In the manual I saw this commandline option:

/f200611
Destination FBX file is saved as FBX200611
version (file version 6).
This option is disabled by default

Since you need to convert it from 2013 to 2006 that might be useful.

There' s also a 2009 fdx plugin for 3ds max 9
http://usa.autodesk.com/adsk/servlet/pc ... d=13091402
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Re: Build a Human???

Postby Squeeky » Sun, 15Feb01 04:41

Thanks coder, but let's let this go. I did try the appropriate plugin that you suggested but it would seem that is still a little too far into the future for my MAX 9. I'm not going to follow FBX any further.

That said, one of the programmers at MakeHuman picked up on an address problem which I posted with regard to DAE files. He noteds that their collada file path is not compatible with the collada syntax so that is under review.
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Re: Build a Human???

Postby lustful_illumination » Mon, 15Apr27 14:17

I would say it's good to make a base mesh. Then you can still change it to your needs. But use it to make good looking characters? I don't think so. They need a lot of work to look great.
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