{"id":81,"date":"2015-12-11T19:00:00","date_gmt":"2015-12-11T19:00:00","guid":{"rendered":"http:\/\/fletcherstudios.net\/blog1\/?p=81"},"modified":"2015-12-11T19:00:00","modified_gmt":"2015-12-11T19:00:00","slug":"too-much-stuff","status":"publish","type":"post","link":"https:\/\/fletcherstudios.net\/blog1\/2015\/12\/11\/too-much-stuff\/","title":{"rendered":"Too Much Stuff&#8230;"},"content":{"rendered":"<p>Or: How I Learned to Stopped Worrying and Love .MHX2<\/p>\n<p>So I just had a major breakthrough (I&#8217;m hoping!) with my NPC interactions. I had glanced once or twice at the work <a href=\"https:\/\/thomasmakehuman.wordpress.com\/\" target=\"_blank\">Thomas@MakeHuman<\/a> had been doing, but in my earlier, more sleep deprived days of DaddyDev, I never quite grasped the concepts he was working on.<\/p>\n<p>Ye gods, I&#8217;m so freakin&#8217; thrilled I went back to take a second look.<\/p>\n<p>I took one of my MakeHuman characters (the subway token booth clerk) and, after installing the .mhx2 files in Blender and MakeHuman; I re-exported him put him into Blender.\u00a0 Granted, I had to grasp there was an advanced options switch on the Blender import side &#8211; but once I activated the face shapes, I was blown away.<\/p>\n<p>I had visemes (phonemes) already plugged in. I could export expressions from MH. Once I added the MakeWalk addon, I could import Mo-Cap .bvh files and apply them to my rig. Delving into the online manual (and a profound thanks to the dev who still does written manuals, I&#8217;m sure I will rant yet again about how much I hate video tutorials) I saw there were even more options to smooth out the mo-cap motions, edit the location \/ rotation of bones and once I figure it out, append other .bvh files. What really blew me away was the ability to import MOHO (.dat) lipsync files from <a href=\"http:\/\/lostmarble.com\/\" target=\"_blank\">Papagayo<\/a>. And I loaded visemes ON TOP of the already loaded .bvh!<\/p>\n<p>With the ability to make a character walk, talk and emote, suddenly a whole new facet of story telling opened up for me. Since I&#8217;m not big into programming, I&#8217;ve been using <a href=\"https:\/\/www.assetstore.unity3d.com\/en\/#!\/content\/368\" target=\"_blank\">Playmaker <\/a>to handle some of the basic interactivity; and after seeing the dev who made the wonderful Rift demo, &#8216;<a href=\"http:\/\/tore-knabe.com\/virtual-reality\" target=\"_blank\">Coffee Without Words<\/a>&#8216; made an asset that mimics human eye movement &#8211; my NPCs came alive.<\/p>\n<p>Be forewarned, my demo video is NSFW; I made a MH woman with some extended clothing assets, I didn&#8217;t realize the bathrobe was translucent, so you see some breasts.<\/p>\n<p><iframe loading=\"lazy\" title=\"MHX2 test\" width=\"474\" height=\"267\" src=\"https:\/\/www.youtube.com\/embed\/vCds8l95U94?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe><\/p>\n<p>&nbsp;<\/p>\n<p>Lastly, after having tinkered with this for a bit, I got an email saying that Adobe had released Fuse, a character creation that tied in with Mixamo and the Mechanim animation system Unity now favors. I tried Fuse, made a character, got a walk animation added and plopped it in Unity (and Blender too, just to see what it would do, if I needed to tweak it)<\/p>\n<p>The character worked, it did its walk cycle and looked ok after I changed its skin shader from transparent to opaque. I did notice that it can be lip-sync&#8217;ed, but only with a $35 additional purchase, and a new piece of software to learn and try to integrate. When I pulled the Fuse character into Blender, it was huge, distorted and had no face-rig that I could discern.<\/p>\n<p>So Fuse wasn&#8217;t all that tempting, considering I&#8217;d have to shell out $$ for SALSA, and I suspect Adobe will be quickly adding a subscription fee like all its other products, I&#8217;d like to keep my dev budget as free and OSS as possible. Perhaps I&#8217;ll just create and export a bunch of random characters to populate my subway scene with, since MakeHuman doesn&#8217;t have the widest range of clothing options, the Fuse NPC&#8217;s will shake things up a bit visually.<\/p>\n<p>Now I have to sit and watch about 2,000 .bvh animations to find what actions I think will go well with my actors&#8230;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Or: How I Learned to Stopped Worrying and Love .MHX2 So I just had a major breakthrough (I&#8217;m hoping!) with my NPC interactions. I had glanced once or twice at the work Thomas@MakeHuman had been doing, but in my earlier, more sleep deprived days of DaddyDev, I never quite grasped the concepts he was working &hellip; <a href=\"https:\/\/fletcherstudios.net\/blog1\/2015\/12\/11\/too-much-stuff\/\" class=\"more-link\">Continue reading <span class=\"screen-reader-text\">Too Much Stuff&#8230;<\/span> <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":83,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[],"class_list":["post-81","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-uncategorized"],"_links":{"self":[{"href":"https:\/\/fletcherstudios.net\/blog1\/wp-json\/wp\/v2\/posts\/81","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/fletcherstudios.net\/blog1\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/fletcherstudios.net\/blog1\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/fletcherstudios.net\/blog1\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/fletcherstudios.net\/blog1\/wp-json\/wp\/v2\/comments?post=81"}],"version-history":[{"count":2,"href":"https:\/\/fletcherstudios.net\/blog1\/wp-json\/wp\/v2\/posts\/81\/revisions"}],"predecessor-version":[{"id":84,"href":"https:\/\/fletcherstudios.net\/blog1\/wp-json\/wp\/v2\/posts\/81\/revisions\/84"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/fletcherstudios.net\/blog1\/wp-json\/wp\/v2\/media\/83"}],"wp:attachment":[{"href":"https:\/\/fletcherstudios.net\/blog1\/wp-json\/wp\/v2\/media?parent=81"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/fletcherstudios.net\/blog1\/wp-json\/wp\/v2\/categories?post=81"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/fletcherstudios.net\/blog1\/wp-json\/wp\/v2\/tags?post=81"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}