MHX for Blender 2.49 - Frequently asked questionsThe location of the import script does not existBy mistake, the mhx files where located in a subfolder of a utility directory, which was not included in the alpha 4 release. The files have now been moved to the importers/mhx/blender249 directory, which will be included in the next release. In themeantime, download the most recent files from svn trunk as described below.My system does not behave as described in the documentation.How do I download the most recent version of MakeHuman?MakeHuman and its Blender export is very much work in progress; it is still in the alpha phase. Therefore you should make sure that you have the most recent versions of all files.Linux users can download nightly builds for Joel Palmius' site http://mh.jwp.se/deb.php . The builds are compiled into .deb packages, making them fit for installation on any debian-based distribution. Windows users either have to wait for the next release, or compile directly from svn. To checkout a copy of svn trunk, goto http://code.google.com/p/makehuman/source/checkout and follow the instructions there. Checking out the code is simplified by the use of a graphical svn client like TortoiseSVN, which can be downloaded for free from http://tortoisesvn.net/downloads . Note that the downloaded copy needs to be compiled. Do the following steps to compile MakeHuman under Windows:
I just want the updated MHX files, without having to compile MakeHumanIt is not really necessary to deal with compilation to only bring the Blender exporter up to date. There are only six files which affect Blender export, and I think that they can be replaced without affecting the rest of the system. You can download the most recent versions of the files from http://code.google.com/p/makehuman/source/browse/#svn/trunk/makehuman and its subfolders:mhx_import.py and pydrivers.py in importers/mhx/blender249 mhxbase.py, mhxipos.py in data/3dobjs mh2mhx.py, mhxbones.py in mh_plugins. Download the files and replace the corresponding files in your MakeHuman directory. The importers directory does not exist in alpha4, but this is ok because these files are used by the importer on the Blender side. Put mhx2mhx.py in your Blender scripts directory and load pydrivers.py into a text window in Blender, as described elsewhere. When importing the MHX file, I get a warning about incompatible MHX versionsMake sure that you have the most recent versions of all files, as described above.Which versions of Blender are supported by the MHX import script?Blender 2.49b only. Blender 2.5x has a very different python API, and the current import script will not work at all. A version of mhx_import.py which does work for the new Blender is planned, but the builds presently available on graphicall.org are not stable and complete enough yet. The current method to load a MakeHuman character into Blender 2.50 is to import it into 2.49b, save the .blend file and open it in 2.50. Nothing happens when I move the FK/IK switch bones in the panelFK/IK switching only takes place after you click in an IPO or Action editor window. This is a known bug, due to a limitation in Blender's python API. See further http://sites.google.com/site/makehumandocs/blender-export-and-mhx/fk-ik .Nothing happens to the face when I move the bones in the face panelThere are two possible causes:
The face is stuck in an ugly shape and does not respond to the panel bones.The character becomes generally unresponsive or Blender quits unexpectedly.Under some circumstances, the import script seems to corrupt Blender's memory heap. Most often this happens if a character is imported several times, and both facial shapes and FK/IK switch are activated. This is likely a Blender bug; even a faulty python script should not corrupt the memory. If a Blender python guru reads this, please tell me if something in mhx_import.py does something that may corrupt memory, e.g. the calls to the Draw module at the end of the file.To avoid this kind of problem, do this:
The character does not render on Linux, but only results in a blank blue screenThis appears to be a Blender bug on Linux, at least in some distributions.
Apparently Blender can not read tif files (at
least not the MH textures) under Linux. MakeHuman, Gimp and Linux' image editor all understand these files, as does Blender under Windows. Workaround:
How do I convert a texture to PNG?The simplest way to do this in Ubuntu is
What is this bug, precisely?Unfortunately the bug seems to be present in Blender 2.50 as well. In the material editor, the skin shader material is invisible, and that the textures are black (except for the procedural bump). In the terminal window, the following text is printed:DDS: not valid; header follows Flags: 0x4FA02180 DDSD_DEPTH Height: 18091248 Width: -507542777 Depth: 8913408 Mipmap count: 1144574239 Pixel Format: Flags: 0xB31F4C84 DDPF_FOURCC DDPF_PALETTEINDEXED1 DDPF_NORMAL FourCC: '(t� ' Bit count: 558539266 Red mask: 0x2ACDE9D2 Green mask: 0x447F132D Blue mask: 0x3D8A93A2 Alpha mask: 0x91502B26 Caps: Caps 1: 0x68B369D5 Caps 2: 0x17B732FD DDSCAPS2_VOLUME Caps 3: 0xB0A556AC Caps 4: 0x930AC5BA Unknown fileformat The import script still does not find the textures, but I know that they are thereThere can be two reasons for this:1. The alpha4 version looks for two textures (texture2.png and bump5.png) that are not part of the release. Download the current version of mhxbase.mhx as described above, and export from MakeHuman again. 2. Blender may have problems with very long pathnames. In Windows, the path to your exports directory can be quite long (e.g. "C:\Documents and Settings\Thomas\makehuman\exports"), especially if you have chosen a long user name. I don't know how long pathnames the import script can use, but try to move the folder with textures closer to the root, and use the Texture Directory (10) button to navigate there. The eyebrows seem to be floating on top of the head in my rendersThe eyes and eyebrows turn out black in my rendersTurn off ray-tracing the the render settings. For high-quality renders, keep sub-surface scattering (SSS), for fast renders turn it off to. Here is the result of some render settings.What to do about slow renders?You might find that
rendering takes a lot of time, and that you want to reduce it,
especially for test renders. The simplest and most effective way to
reduce render time is to turn off sub-surface scattering (SSS) in the
Render context. Other tricks include reducing the size of the rendered
image, turning off ray-tracing, and turning off OSA. |


