> I'm largely ignorant of the technical details, which leaves me free to
> throw out possibly stupid or insane questions, such as:
>
> Would it be possible to tag the vertices and bones to provide "hints"
> for retargeting. Something along the lines of creating a vertex group
> "knee" that would be
> Sure like you were saying everything should be done in blender then
> imported
> into ares, really what is needed is a better blender exporter not a
> makehuman importer in ares, I cant think of any task that should go direct
> from makehuman to ares, except maby the model but is it really that m
>> The animation retargeting tools mentioned below, would be able to map
>> the mesh, animation and skeleton when the artist makes changes?
>>
>> I would love to be able to "morph" the bones of the skeleton, such
>> that you could make a tall man and a short man with the same skeleton
>> that could
Sure like you were saying everything should be done in blender then imported
into ares, really what is needed is a better blender exporter not a
makehuman importer in ares, I cant think of any task that should go direct
from makehuman to ares, except maby the model but is it really that much
less w
> The animation retargeting tools mentioned below, would be able to map
> the mesh, animation and skeleton when the artist makes changes?
>
> I would love to be able to "morph" the bones of the skeleton, such
> that you could make a tall man and a short man with the same skeleton
> that could use a
>> you dont really want to make a full on animation
>> program prolly :)
>
> Well, actually, yes. We plan to load directly the data from
> MakeHuman in
> order to be able to generate dynamically a huge set of characters.
> This
> would allow a complete in-game customization of the characters.
> you dont really want to make a full on animation
> program prolly :)
Well, actually, yes. We plan to load directly the data from MakeHuman in
order to be able to generate dynamically a huge set of characters. This
would allow a complete in-game customization of the characters.
---
> Would it be possible to pull Makehuman into CS, as you are discussing,
> and then make the animations/morphs in Blender and just export the
> animation data from Blender and apply it to Makehuman already in CS.
> That way there is no need to export all of Makehuman every time.
This depends of th
Its a moot point, the animations are the only complex part regardless...
static 3d object data is the simplest thing out there
On Tue, Oct 18, 2011 at 1:01 PM, Ulf the Moose wrote:
> Would it be possible to pull Makehuman into CS, as you are discussing, and
> then make the animations/morphs in Bl
Would it be possible to pull Makehuman into CS, as you are discussing,
and then make the animations/morphs in Blender and just export the
animation data from Blender and apply it to Makehuman already in CS.
That way there is no need to export all of Makehuman every time.
On Oct 18, 2011, a
Makehuman is great however I would say its better to get it into blender and
from blender into ares, you dont really want to make a full on animation
program prolly :)
On Tue, Oct 18, 2011 at 7:09 AM, Jorrit Tyberghein <
jorrit.tybergh...@gmail.com> wrote:
> Hi, I'm looking for developers who wan
Hi, I'm looking for developers who want to help us integrate MakeHuman (
http://www.makehuman.org/)
with Crystal Space. A very short description of this task was made by
Christian and can be found here:
http://code.google.com/p/ares/wiki/AresTaskMakeHuman
Feel free to ask more details here in thi
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