Avatar/de

= Erstellen eines Mesh Avatar für den OpenSimulator =

Ich beabsichtige eine Methode, um einen vermaschten Avatar für OpenSimulator zu erstellen.

Es gibt andere, ich habe mehrere getestet, aber ich habe keine bessere gefunden,

ich hatte immer ein Problem oder das war nicht umsonst.

Also, ich präsentiere dir diesen hier.

Das ist ein bisschen komplex, aber ich habe es effizient gefunden.

Voraussetzungen

 * MakeHuman (Veraltet)

Installieren Sie MakeHuman, Open Source Software, kostenlos, verfügbar für Windows,

Mac OS und Linux. Das ist hier: http://www.makehumancommunity.org/

Installieren Sie Blender, die gleiche Open-Source-Software, kostenlos, verfügbar für Windows,

Mac OS und Linux. Das ist hier: https://www.blender.org/

Laden Sie das Blender-Plugin herunter, um MakeHuman-Modelle in Blender zu importieren.

Sie finden den Link auf der gleichen Seite wie MakeHuman.

Laden Sie die Datei "Avatar Workbench" hier herunter http://blog.machinimatrix.org/avatar-workbench/

makehumancommunity Assets und mehr https://github.com/makehumancommunity

makehuman opensim rig http://www.makehumancommunity.org/content/opensim_rig.html


 * ManuelBastioniLAB

Es gibt mittlerweile eine MakeHuman ähnliche Plugin Version für Blender,

Namens ManuelBastioniLAB (Kostenlos):

Download: http://www.manuelbastioni.com/manuellab.php

diese arbeitet auch mit Avastar (Kostenpflichtig) zusammen.

Hiermit ist Riggen von Mesh und BentoMesh Avataren wesentlich einfacher geworden.

Tutorial Video´s von Manuel Bastioni: https://www.youtube.com/channel/UCKBDEsIa4pJ93hLRSx7s5tw/videos

Versionen für dieses Tutorial
MakeHuman 1.0.2 (1.1.1) oder ManuelBastioniLAB

Blender 2.76b (2.78) (2.79) (2.80)

OpenSim 0.8.2 (0.9.0) (0.9.1)

= Installation von Blender tools und plugin =


 * 1) Plugin herunterladen
 * 2) Entpacken Sie die Plugin-Datei oder installieren Sie die Zip-Datei direkt in Blender.
 * 3) Kopieren Sie die Dateien des Plugins je nach System.


 * Aktivieren Sie die Werkzeuge in Blender: File/ User Preferences/, Add-ons tab
 * Suche nach « make »
 * aktivieren Sie :
 * Import : MakeHuman (.mhx2) entfällt bei ManuelBastioniLAB da ja direkt in Blender erstellt wird.
 * Make Clothes
 * Make Target
 * MakeWalk
 * Aktivieren Sie auch das Modul Rigify
 * Öffnen Sie die Registerkarte Datei und aktivieren Sie das Kontrollkästchen « Auto Run Python Scripts ».

Hinweis: Wenn Sie einen Linux-Sysex verwenden, können Sie sich auf dieses Debian-Tutorial beziehen (auf Französisch) http://debian-facile.org/doc:media:makehuman, alles wird klar erklärt.

= Erstellen eines Modelles in MakeHuman = Ich rate dir, deinen ersten Test sehr einfach zu machen. Wir werden zunächst einen nackten Avatar ohne Haare erstellen. Dadurch können Sie später eine Garderobe erstellen. Ich denke, dass ein gekleideter Avatar weniger praktisch ist.


 * Öffnen Sie MakeHuman: Sie können Ihre Sprache unter dem Reiter "Settings". konfigurieren. Sie sollten neu starten, damit Ihre Konfiguration aktualisiert wird.
 * Open the tab "Modeling / Main" and create a character.
 * Open the tab "Geometries / Clothes" un uncheck "Hide faces under clothes" : i recall you, do not add clothes. But if you decide to add some anyway, if this box is checked, in OpenSimulator, you will have empty spaces between the skin and the cloth.
 * Add eyebrows from "Geometries / Eyebrows" (You can add some other items but this tutorial i take care only about eyebrows).
 * In "Materials", select a material for the skin and another one for the eyes.
 * Now you can save your avatar in the mhx format to import it in Blender.
 * Go to "Files / Export"
 * On the left, select "Blender exchange (mhx)"
 * On the right, select "Feet on ground" and "meter" as scale unit.
 * On the top, select a folder to save the mhx file
 * Give a name to your file and click on "Export".

= Bereite das Mesh deines Avatars in Blender vor = The issue with this method is that the avatar is not in T pose. So we need to give him his form in Blender before rigging it. To achieve this :


 * Open Blender and delete the cube from the default view and import your mhx file. (in file/import, you should have a "MakeHuman" entry). Your caracter have to appear surrounded with a lot of several figures that represent the armature.


 * We will use the armature to twist the arms like on images below.

Face view :

View before modification

http://cogito.no-ip.info/cogito/images/tuto_avatars/avatar_avant.png

View after modification

http://cogito.no-ip.info/cogito/images/tuto_avatars/apres.png

Top view :

View before modification

http://cogito.no-ip.info/cogito/images/tuto_avatars/avant_haut.png

View after modification

http://cogito.no-ip.info/cogito/images/tuto_avatars/apres_haut.png

You can make some other adjustments, for example in the legs for a baby.


 * Now you will fix the modifications with applying the armature to the mesh of the avatar.
 * In "object mode", select only the avatar
 * On the right of a default Blender view, in the properties editor, in the list of modifiers (small wrench), apply the armature modifier. The mesh would not change anymore.


 * Now we would like to export the mesh only, without its armature, to use the file in avatar workbench. First of all, we need to be sure to not select the armature and do not forget the eyes and the eyebrows.
 * Select the body of the avatar, the eyes and the eyebrows et press H to hide them. If there is still one of these parts on the screen, restart the operation (select and press H) to hide them well.
 * Everything that stays on the screen is part of the armature. Select all the armature with the key A the delete it with the key del.
 * Press alt+H to make your avatar appear
 * Go in the properties editor and select the yellow little cube. Select the body, the eyebrows and the eyes of your avatar in object mode. You will be able to rename them in the editor. I have renamed mine as body, eyebrows and eyes to be original.
 * Save your Blender file et close it.

= Rig den avatar in der avatar workbench =


 * Öffne eine Kopie der Avatar Workbench Datei, die heruntergeladen wurde (siehe Vorabversionen).


 * Du solltest einen weiblichen Avatar und eine Armatur wie folgt haben:

Ansicht in Blender

http://cogito.no-ip.info/cogito/images/tuto_avatars/avatar%20workbench.png


 * Wir importieren das Mesh, das wir vorbereitet haben, in einer der Ebenen von Blender, oder wir erstellen eben einen mit ManuelBastioniLAB.

Blender's Layer Anzeigewerkzeug

http://cogito.no-ip.info/cogito/images/tuto_avatars/calques.png

Auf dem obigen Bild können wir die Ebenen des Blenders auch für die Datei-Avatar-Workbench anzeigen. Die zwei Ebenen auf der rechten Seite werden beim Öffnen der Datei ausgewählt. An der Spitze ist dies der weibliche Avatar und unten wird die Armatur verwendet, um die weiblichen Avatare für OpenSimulator zu manipulieren. Sie haben das gleiche in der dritten Spalte für die männlichen Avatare. Wählen Sie eine leere Ebene (eine leere kleine Box), um Ihr Mesh hinzuzufügen.

Open the Object folder and select (with pressing shift on the body, the eyebrows and the eyes of your avatar). Add these three items to your session.
 * Gehen zu File/Append and look for the Blender file you have created on the previous step. Select it. A list of folders appear.

Folders appearing

http://cogito.no-ip.info/cogito/images/tuto_avatars/dossiers.png


 * To make appear the armature that we will use to rig the avatar, click on its layer maintaining the button shift pressed. The avatar is not turned on the good orientation and it is very smaller. We will turn it and shrink it. We are in object mode.

Unlock the mesh
 * Select only the body, the eyebrows and the eyes of the avatar
 * Open the properties panel with the key N to check if the rotation and the scale of the mesh are not locked. If they are, open the locker.

http://cogito.no-ip.info/cogito/images/tuto_avatars/cadenas.png Avatar adjusted to the armature
 * To make the avatar turn, go to the top view (key 7 on the numpad) and make your mesh turn on 90° with the R key.
 * In the right ortho view, (key 3 of the keypad) scale the mesh to adjust it on the armature like the image below (key S).

http://cogito.no-ip.info/cogito/images/tuto_avatars/agrandissement.png


 * Now that we have placed the avatar, we will adapt the armature to our model. We need to well place every bone of the armature on the front, side and top views. You can displace and shrink the bones like meshes using the keys G and S. To be able to correctly place your armature, i advice you strongly to watch the video from PouletFritesMayo here https://www.youtube.com/watch?v=WaPfWARwjRk (this channel contains a lot of good tutos (in french)).

Here is the result that you should obtain :

Face view

http://cogito.no-ip.info/cogito/images/tuto_avatars/amrature-face.png

Side view

http://cogito.no-ip.info/cogito/images/tuto_avatars/armature-profil.png

Top view

http://cogito.no-ip.info/cogito/images/tuto_avatars/armature-haut.png


 * To rig the avatar, select first your avatar (body, eyebrows and eyes). To be sure to select everything, use the key A and then, maintaing the key shift pressed, deselect the armature. Still pressing the shift key, select again the armature (the armature should be selected at last and should be clearer than the mesh)

Selection method

http://cogito.no-ip.info/cogito/images/tuto_avatars/armature-mesh.png

Push ctrl + P and select "with automatic weights".

Appuyez dur CTRL + P et choisissez « With automatic weights ».
 * To finish this part, we will refine the rigging (see or see again the PouletFritesMayo's video) :
 * To have the eyebrows follow the head, integrate their mesh to the associated group of the bone of the head of the avatar.
 * The bones of the eyes should not have any influence on the head. Only the right occular globe of the eye should be influenced by this bone. (Same principle for the left part.)
 * As seen in the video, you can add a maximal influence of the bone of the head on the head's mesh.

Influence of the bones of eyes on the eyes

http://cogito.no-ip.info/cogito/images/tuto_avatars/yeux.png

Influence of the bones of head on the head

http://cogito.no-ip.info/cogito/images/tuto_avatars/tete.png

Influence of the bones of eyes on the head

http://cogito.no-ip.info/cogito/images/tuto_avatars/yeux-tete.png

Influence of the bone of head on the eyes

http://cogito.no-ip.info/cogito/images/tuto_avatars/yeux-tete-2.png


 * Adjust the size of your avatar :

Another time, a genious video of PouletFritesMayo exists. Here is the link : https://www.youtube.com/watch?v=zN8jX0aqkXY


 * Export the mesh to the Collada format
 * To achieve this, select the different parts of the avatar and the armature. Go to File/export/Collada.
 * Down on the left menu, under "Export Collada", select SL+OpenSim Rigged.
 * Export your file in this format and see you in OpenSimulator.

= Import des Avatars in den OpenSimulator =
 * Open your viewer. (On my side, i am using Singularity.)
 * Go to File/Upload Mesh and select your dae file.
 * Configure the upload
 * Open the tab "Level of details" : set the triangles and vertices as usual. On my side, i try to keep some low values but identical for all the levels to not have meshes distorded during a zoom.
 * Tab Upload options : check the 3 boxes.
 * Press on "Calculate weight & fee"
 * When the mesh is calculated, name your avatar and press Upload. The avatar should arrive in your inventory.
 * Import the textures of your avatar (You will find them in a folder named "textures" created by MakeHuman at the same time as the file hmx.). When selecting every part of the avatar one after the other, you will be able to add textures of the skin, the eyes, and eyebrows of your avatar.
 * When your avatar is completely textured, copy it in your inventory.
 * Create a new folder where you will put some new items for the avatar : shape, skin, hair, eyes, and an alpha avatar, and your mesh. Wear the whole content.
 * Voilà, it is finished for the body of your avatar.

= Mache ein paar Klamotten für deinen Avatar =

I will not develop this part. Just notice that we can make some clothes like we did our avatar. Here are the main steps to follow :
 * Create a weared avatar in MakeHuman and export it in the hmx format.
 * Create from Blender an obj file containing only one cloth.
 * Add this cloth in the avatar workbench file that you have used to create your avatar.
 * Playing with the layers and the keys G,S and R, adapt your clothes to the avatar.
 * Use the armature of your avatar to rig the cloth (do not use the layer of the avatar) and export the cloth only in a dae file.
 * To import the cloth in OpenSimulator, under the tab "Upload options", just check the two first boxes. Then proceed the same as with the avatar.
 * You can apply a texture to your mesh.
 * Do not wear the cloth on your avatar in mesh but attach it to a part of a body. (on the chest for the T-shirt for example).

Rigging of a T-shirt

http://cogito.no-ip.info/cogito/images/tuto_avatars/t-short.png

Rigging of a pair of jeans

http://cogito.no-ip.info/cogito/images/tuto_avatars/jean.png

I wish you beautifull and goog creations !