I’ve modified some files in MHX2 importer for blender.
Update: New version 4. (I skipped releasing the other versions).
- HF_default rig. All helper/ik bones matching the default (currently being of light) rig can be automatically generated on import. Use “hf_default” rig and NOT “hf” rig.
- fufbx_ui_panel_hfmod.py had been tested to work on the hf_default rig. Copy is included below.
Issues with version 4:
- The generated 4th digits of the finger for IK all points forward. I do not know how to rotate it in the mhx2 script. But they can be selected one by one and aligned to parent by clicking ctrl-alt-A in edit mode of the armature. Make sure that x-mirror-axis is disabled.
modded files in mhx2 importer:
my copy of mhx2 exporter/importer files with the importer files patched with the mods, so you can test if it works:
Extract and replace files in your mhx2 import folder. This is for the dev version, specifically Diffeomorphic-mhx2-makehuman-exchange-016613171fda.zip .
This mod includes an “hf” rig that comes as close to the default avatar rig except it does not have the end bones of the head, toes, or hands. All the bone names are the same as the default avatar rig and all vertex groups are also named according to the bones. The reason why I could not create this is because the rig file only references the default bones. Perhaps someone who knows how to use the plane for rotation of bones could make new bones for the rig that is not part of the default mh skeleton. This had been resolved with version 4.
I created this because the humanik rig in the old tutorials is no longer in the latest makehuman or contributed assets site. To use the rig set Rig type, to Hf in the mhx2 exporter panel of blender. And disable custom shapes, otherwise unset shapes in the skeleton panel and delete the shapes in the last layers.
To use the hf rig directly you may need to extrude end bones and name them accordingly. And do all the tweaks and bone roll rotations in @Menithal’s tutorials.
The mod also include a rough blink shapekey for left and right eye. I didn’t have time to correct the eyelashes because I created the blink target by using the eyelid bone drivers of the default skeleton. Someone may want to create a more decent blink target to include in the faceshapes.mxa file.
You can also unparent the hf rig, and append and parent the mesh to the default avatar rig. The vertex groups with weights will automatically be assigned to the bones because they have the same names.
I also have a t-pose that I tried to make as close to the default avatar so it would be easier to edit the bones if appended. This is installed in the data/poses folder of makehuman.
Btw. You’ll need the bvh exporter with Jonas Hauquier’s patches to tweak the .blend tpose and create correct poses for makehuman. Here’s is my copy that goes to the scripts/addons folder of blender:
See the ff. for tweaking the hf rig: