![]() It also reports what the maximum number of bone weights per vertex is, additionally it allows compiling the weights to a reduced set with n number of bone weights, and automatically renormalizes those weights so they, again, sum to 1. The weights loader automatically removes doubles and normalizes the weights (so that they sum to 1). They link each vertex of the basemesh including helpers to a named bone of this master rig, together with a certain weight. They are defined in a json file with jsonw extension. Vertex weights are defined for the default “master” skeleton or rig. The vertex weights can be exported to external tools as well using formats such as collada (DAE), FBX, Ogre3D meshes or MD5 quake meshes. For the skinning algorithm to work correctly it’s required that the weights are always normalized, otherwise you will see vertices move out of place disproportionally (though the weight loading code in MakeHuman ensures that this normalization always happens, so this is not a concern to the artist that defines the weights). This weighted vertex to bone mapping is used for skinning (posing and animating, using vertex skinning, smooth skinning or linear blend skinning algorithm). A weight map in MakeHuman is expressed as a bone name (becomes a bone index internally, using the index of the bone in a breadth-first list relative to skeleton structure), a vertex name and a floating point weight between 0 and 1. The weight is a value between 0 and 1, the sum of these weights for each vertex should be normalized, which means they should sum to 1 (note: no euclidian distance, just simple addition of all weights). With vertex weights we intend a weighted mapping of vertices of a mesh to a bone of a skeleton. 4.7.2 Dynamic shader configuration in Material Editor plugin.4.5 Basic pointers for creating materials.2.7 Your own plugin with modifiers, sliders and targets.1.2 Reference bones for vertex weights and poses.Loaded 0 deleted verts (0 faces) from Moustache proxy. Not writing compiled meshes to system paths (C:/Users/Sebastian/Downloads/makehuman-1 1 0-win32/data/clothes/moustache/moustache.npz). Loading ASCII mesh C:/Users/Sebastian/Downloads/makehuman-1 1 0-win32/data/clothes/moustache/moustache.obj. Problem loading binary mesh: ('compiled file missing: %s', u'C:/Users/Sebastian/Downloads/makehuman-1 1 0-win32/data/clothes/moustache/moustache.npz') ![]() Not writing compiled proxies to system paths (data/clothes\moustache\moustache.mhpxy).Ĭompiled file missing: C:/Users/Sebastian/Downloads/makehuman-1 1 0-win32/data/clothes/moustache/moustache.npz Loading material from file C:/Users/Sebastian/Downloads/makehuman-1 1 0-win32/data/clothes/moustache/moustache.mhmat Loading proxy file: data/clothes\moustache\moustache.mhclo. Problem loading binary proxy: ('compiled proxy file missing: %s', u'data/clothes\\moustache\\moustache.mhpxy') Selecting proxy file "data/clothes\moustache\moustache.mhclo" from clothes library.Ĭompiled proxy file missing: data/clothes\moustache\moustache.mhpxy Loaded 0 deleted verts (0 faces) from Full_beard proxy. Loading ASCII mesh C:/Users/Sebastian/Downloads/makehuman-1 1 0-win32/data/clothes/full_beard/full_beard.obj.Ĭlothes library: updating face masks (face hiding enabled). ![]() Not writing compiled meshes to system paths (C:/Users/Sebastian/Downloads/makehuman-1 1 0-win32/data/clothes/full_beard/full_beard.npz). Problem loading binary mesh: ('compiled file missing: %s', u'C:/Users/Sebastian/Downloads/makehuman-1 1 0-win32/data/clothes/full_beard/full_beard.npz') Loading material from file C:/Users/Sebastian/Downloads/makehuman-1 1 0-win32/data/clothes/full_beard/full_beard.mhmatĬompiled file missing: C:/Users/Sebastian/Downloads/makehuman-1 1 0-win32/data/clothes/full_beard/full_beard.npz Not writing compiled proxies to system paths (data/clothes\full_beard\full_beard.mhpxy). Loading proxy file: data/clothes\full_beard\full_beard.mhclo. Problem loading binary proxy: ('compiled proxy file missing: %s', u'data/clothes\\full_beard\\full_beard.mhpxy')Ĭompiled proxy file missing: data/clothes\full_beard\full_beard.mhpxy The exact log displays the following:Ĭode: Select all Selecting proxy file "data/clothes\full_beard\full_beard.mhclo" from clothes library. I've tried loading makehuman several times (restarting the pc, deleting the shortcut, etc) but it still gives me the same message and the downloaded clothes doesn't show up. Thanks Loki for the reply but it hasn't worked.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |