Continuing the discussion from Walk.js, new avis, physics and turn detection:
With the beta walkscript that is available in above thread, thanks to @davedub, there has been a hack fix Folding issue of the Blender avatars, so you can now have basic walking/flying animations applied to your avatar, regardless if you are using blender or maya exported avatars. Do note that this was a hack in the script a bit more tolerable for the time being, but it still has issues (its more of a band aid for a broken bone instead of a cast), until the issue is somehow resolved in the FBX reader or the way how transformations are interpreted…
Here are some notes, some of which will also be put later on in the Blender thread:
- Yesterday, I made an observation with walk-script that when set bone rotations are set to 0, all avatar skeletons tend to go to an absolute T-pose (or folded T-Pose, as with Blender avatars ) and do not tend to use the rotations set earlier.
- This means that you do not actually have to put the avatars into T pose, however it would help to test out any kinks in the bone systems.
- It should also explain that if ones shoulders are in an angled down on the avatar when skinned, when they are, leveled to absolute 0,0,0, it will raise the shoulders up, as @Judas has been experiencing. The shoulders pivot effects the arms the most in terms of their position.
However, now that we have got the hack in to solve most of the major rotation issues with Blender Avatars with the walk.js (ONLY the walk.js, the actual issue still persists), @MetaverseCafes pointed out that there are there are rotation issues with the MakeHuman’s HumanIK default bones as well.
Revisting the Make Human Humanik rig, with the new information gathered yesterday and from earlier, I noticed that the directions are off to what the should be by the skeleton roll values which @ozan pointed out in the Sintel Thread.
So this is what generally the skeleton rolls should now look like in Blender
Notice the blue lines pointing down: these are the Z normals of the bones.
Compare to the Default Normals of the MakeHuman HumanIK rotations
The guidelines I stated a few months ago
Mostly said in the video still apply (Except the dropbox comment), but instead of directly exporting, there are some further steps that have to be done after rotating the eye bones.
Now, the major bones can be fixed quite easily:
- Select -all- Arm bones and hand bones
- Set their roll Z to Global -Z, (Control + N, Global -Z Axis),
(Just noticef in the bus the image was in reverse order)
- Select -all- the Leg bones + Foot (no need for toe)
- Set their roll Z to Global -Y (Control + N, Global -Y Axis)
- Adjust the shoulder pivot point, so that if posed flat, the arms angled it wont make your arms go into your buttocks,
(note, this still does result with your hands going into the buttocks, but adjusting this will get you the result you want. Needs a bit playing around but as of writing this post, I have to head to work)
- Do the rest of the stuff I discussed in the video
- Scale main skeleton to 2m aprx.
- Rotate main skeleton -90 on the X axis
- Apply rotations
- Rotate main skeleton to 90 X.
- Export to FBX,
- Package in HF,
This doesnt yet fix the fingers, but its something I am working on figuring out how to do it easy, as as of the moment I cant use Global -Z axis on them, as generally speaking the thumb will be incorrectly rolled.
Anyway, there are a few other details that need ironing out, but hopefully people can make better tutorials out of this.
CC: @MetaverseCafes Youll probably also find this interesting.
As a side note and answer to your question:
Make sure your widget is set to Normals selection tool, not Global when doing the Rotations. as you can see your Z rolls are pointing forwards.
This you make sure that the selected gizmo is in " Normal" or “Global” coordinates