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Where to find BVH files. The making of Running feet. Running feet scene 1. Running feet scene 2. Running feet scene 3. Running feet scene 4. Errors and Corrective Actions. Defining the Target Rig Manually. 5 september, 2016. To fix this problem, I added a way to transfer face animations directly to the mesh shapekeys. Or actually, two ways;. Select both Face Shapes and Face Shape Drivers, and create a face animation in the old way. Before using the animation in the BGE (or exporting it to some other ...

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Where to find BVH files. The making of Running feet. Running feet scene 1. Running feet scene 2. Running feet scene 3. Running feet scene 4. Errors and Corrective Actions. Defining the Target Rig Manually. 5 september, 2016. To fix this problem, I added a way to transfer face animations directly to the mesh shapekeys. Or actually, two ways;. Select both Face Shapes and Face Shape Drivers, and create a face animation in the old way. Before using the animation in the BGE (or exporting it to some other ...
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Thomas@MakeHuman | thomasmakehuman.wordpress.com Reviews

https://thomasmakehuman.wordpress.com

Where to find BVH files. The making of Running feet. Running feet scene 1. Running feet scene 2. Running feet scene 3. Running feet scene 4. Errors and Corrective Actions. Defining the Target Rig Manually. 5 september, 2016. To fix this problem, I added a way to transfer face animations directly to the mesh shapekeys. Or actually, two ways;. Select both Face Shapes and Face Shape Drivers, and create a face animation in the old way. Before using the animation in the BGE (or exporting it to some other ...

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Options panel | Thomas@MakeHuman

https://thomasmakehuman.wordpress.com/makewalk/191-2

Where to find BVH files. The making of Running feet. Running feet scene 1. Running feet scene 2. Running feet scene 3. Running feet scene 4. Errors and Corrective Actions. Defining the Target Rig Manually. Set the scale automatically based on the size of the left thigh. This choice has two motivations:. Almost all character do have a left leg. The leg size is crucial for making walk cycles look good. If this option is enabled, MakeWalk honors any Limit Rotation constraints, and will not allow excessive r...

2

Running feet scene 3 | Thomas@MakeHuman

https://thomasmakehuman.wordpress.com/makewalk/the-making-of-running-feet/running-feet-scene-3

Where to find BVH files. The making of Running feet. Running feet scene 1. Running feet scene 2. Running feet scene 3. Running feet scene 4. Errors and Corrective Actions. Defining the Target Rig Manually. Running feet scene 3. The third scene shows a race between a baby and a fat man. There is not so much news here. Import the two characters, load and retarget the bvh file, fix self-intersections, loop and repeat the animations, and keep feet on floor. If we instead use the Rescale FCurves button with a...

3

Running feet scene 2 | Thomas@MakeHuman

https://thomasmakehuman.wordpress.com/makewalk/the-making-of-running-feet/running-feet-scene-2

Where to find BVH files. The making of Running feet. Running feet scene 1. Running feet scene 2. Running feet scene 3. Running feet scene 4. Errors and Corrective Actions. Defining the Target Rig Manually. Running feet scene 2. In this scene a woman in high heels runs across a stylized hill. Export the woman from MakeHuman as an mhx file and import her into Blender. We immediately notice that the boots look weird. We now want to apply the current pose as rest pose. There is a standard tool to do this...

4

MakeAsset | Thomas@MakeHuman

https://thomasmakehuman.wordpress.com/makeasset

Where to find BVH files. The making of Running feet. Running feet scene 1. Running feet scene 2. Running feet scene 3. Running feet scene 4. Errors and Corrective Actions. Defining the Target Rig Manually. MakeAsset works similar to MakeClothes, but saves to a .mxa (.json) file instead. .mxa files can be read by the mhx2 importer/runtime system. Here will eventually come documentation for it. 9 november, 2015 kl. 03:13. 25 november, 2015 kl. 03:23. Skriv din kommentar här. Adressen lämnas aldrig ut).

5

MHX2 documentation | Thomas@MakeHuman

https://thomasmakehuman.wordpress.com/mhx2-documentation

Where to find BVH files. The making of Running feet. Running feet scene 1. Running feet scene 2. Running feet scene 3. Running feet scene 4. Errors and Corrective Actions. Defining the Target Rig Manually. MHX2 is a format for transferring a rigged character from MakeHuman to Blender. It replaces the previous MHX format which had a number of issues. The currently stable version 0.27 can be downloaded from here. For other versions see this page. The documentation is divided into the following sections:.

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The Art of the Game | Gamedev, Art & Stay at Home Parenting

http://fletcherstudios.net/blog1

The Art of the Game. Workin’ in a Coal Mine. August 13, 2016. Been a long month of no dev. The missus went on a vacation with her family and I had charge of the two boys for 10 days, solo. As often as I say that being a SAHD is the toughest thing I’ve ever done – doing it by myself was even harder. My hat’s off to all single parents, you are doing a herculean task under the most trying of circumstances. I’m also trying to soak up a ton of new knowledge, since I discovered my library grants full acc...

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Where to find BVH files. The making of Running feet. Running feet scene 1. Running feet scene 2. Running feet scene 3. Running feet scene 4. Errors and Corrective Actions. Defining the Target Rig Manually. 5 september, 2016. To fix this problem, I added a way to transfer face animations directly to the mesh shapekeys. Or actually, two ways;. Select both Face Shapes and Face Shape Drivers, and create a face animation in the old way. Before using the animation in the BGE (or exporting it to some other ...

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