The MHX importer has an option for importing body shape keys, to preserve volume and to add some muscles when the bones are moving. Consider the MakeHuman mesh, imported
into Blender with the option for body shape keys unselected. When
the arm is bent, the
mesh collapes into itself at the inside of the elbow, in a quite ugly
way. Even if you can evade this problem to some degree if you paint
weights more carefully than I have done, this is a quite generic
problem, not specific to MakeHuman or Blender. Now driven shape
keys come to the rescue. The shape key BendElbowForward_L is not
pretty; it looks like our character has a serious health problem. However,
this shape key is not seen when the arm is straight. Instead, it is
connected to the rotation of the lower arm bone LoArm_L along its local
X azis. The influence of the shape key varies linearly from 0.0 at 0
degrees to 1.0 at 90 degrees. Now when we bend the arm, the shape key
cancels the collapse of the mesh, making the elbow deform much nicer.
Perhaps the shape of the elbow is still not anatomically correct, but
it looks a great deal better than before. As a bonus, a
little biceps bulge has been added to the BendElbowForward_L shapekey, although it can
barely be noticed.
CaveatsThese volume-preserving shape keys have two limitations. They are not really up to the artistic standards that you would expect from MakeHuman, because they were not made by an artist. More fundamentally, the shape keys where edited on one particular base mesh. For characters that deviate very far from the base, the shapes should be different. Just consider the difference in bicep bulge between an anorectic person and a bodybuilder. Both these issues will hopefully be addressed with the pose engine. |