Make a person with me?!

12 Jun 2018 11:11 #38889 by Avionyx
Loving the progress on this guys. Keep us updated/entertained with more pics please :D

Alex

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12 Jun 2018 11:12 #38890 by Algernon
Got him. Thanks dude :)

Slightly alarmed that he looks like Patrick Bateman, the American Psycho!!!

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12 Jun 2018 13:05 - 12 Jun 2018 13:29 #38892 by ScottBouch
Biggest stumbling block will be making items of flying clothing / equipment from scratch (all existing kit I've seen in fgfs is not worth utilising as you'd end up inheriting errors)... that person in the cockpit (once I got the hang of it after a few trys) only took 10 mins.

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12 Jun 2018 13:28 #38893 by Algernon
I'm pretty confident I could make helmet, flying mask etc. without too much difficulty. Not so sure about flight suit etc. - did you do that guy's suit using a Makehuman add-on?

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12 Jun 2018 13:31 #38894 by ScottBouch
Yes, it's clothing from within makehuman.

I'll supply measured dimensions, photos, etc for helmets, masks, LSJ (Life Saving Jacket), G-suit, etc..

Cheers

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12 Jun 2018 15:14 #38898 by ScottBouch
Just a thought.. one good thing about building your aircrew in Makhuman, is that the body underneath the clothing does not get exported, saving overheads.

Not sure how the Makehuman clothing devs have made it so that the clothing does this, but it may be worth looking into. No need for the FGFS sim PC to create parts you won't see.

Could use this feature of MH by adopting a design procedure of:

Finalise cockpit, seat etc.
Try a generic MakeHuman person in the cockpit, get Rig to suit cockpit and seat, save pose (and xyz location, size, orientation etc).
Somehow get this rig pose back into MH as the seated pose for that aircraft.
Build your pilot in MH with a library of flying equipment / clothing.
In MH apply the pose previously set for your aircraft.
Export to Blender to try in the cockpit.

Once the aircrew is in the cockpit, they still can be manipulated though.

No idea on making the rig move with the controls or turning parts off depending on the view.

I did think making the rig respond to G forces would also be pretty cool! But maybe a step too far!

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12 Jun 2018 15:33 #38899 by Algernon
Although I have a fair bit of experience of manipulating meshes in the normal course of FG aircraft construction, there was stuff going on in that Blender file that I had never seen before. I could not adjust the "rig", and trying to put the figure into Edit mode resulted in him growing huge, no longer being seated or facing the right way, and not showing up as having any vertices...

Also, once the position is settled, can you still make changes to the person? I haven't yet played with MakeHuman very much, but I'm quite keen on trying to add crewmembers of both genders and various appearances to the Victor...

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12 Jun 2018 20:51 #38906 by ScottBouch
Yes, I spent a while figuring out how to use blender and most of the manupulation of the rig was done in situ using the "pose" mode, which allows you to manipulate the individual rig parts. out of pose mode, you can only move and resize.

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12 Jun 2018 22:26 #38907 by ScottBouch
Attachments:
The following user(s) said Thank You: Algernon

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12 Jun 2018 22:46 #38909 by ScottBouch
I actually just used MH to make & dress the basic person, all posing was done in blender.

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12 Jun 2018 23:01 #38910 by Algernon
Aha! Therein lies the key, I suspect. I'll have a crack at it after work in the morning.

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13 Jun 2018 06:51 #38912 by ScottBouch
Check this out:

wiki.unrealengine.com/Workflow:_MakeHuman_and_Blender

I had the addon installed for importing the MH exported .mhx file, you may need this addon for the pose function in Blender....

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