I am totally new to blender. I know to create objects but rigging is lite problem to me. I downloaded male model with everything but problem is now when i move his arm (bend it with bones), his neck get off head (2 separated objects).
Here is the image what happens. What can i do?
Before:
After:
its a bit hard to see, but if the head comes loose, then the problem is in the model. One could fix it by repairing the model, in mesh edit, make it one connected object, as a result of that, when changing the mesh(add and connect surfaces) the the weights of the orginal model wont work anymore on the model. So then you would need to reaply weights from bones to the meshmodel.
As you said your totally new to blender, i think all those steps would be a bit to much (i have repaired meshes but i got 5 years of experience), for you repairing a model might be a bit too complex (its advanced stuff usually a few hours of blender work to fix something).
It might be much easier to startoff with correct models, you can get them at blendswap, or you could install the Bastioni addon, he's one of the MakeHuman creators and transformed that code into blender. Look for Bastioni and you get real good human models who you can pose.
Related
Building a project in Unreal Engine 4.26 while trying to increase the performance of the videogame I ended up using instances of static meshes where possible. This generated an issue:
My instantiated meshes are scaled to 0.9995/1 (experimentally proven).
Looking for an answer I found a work-around suggested by Unreal Engine devs themselves: they suggested to rotate the mesh adding a rotation of 360 degrees using higher values of the same rotation as you can read here. This didn't work for me and, as you can see, the difference between instantiated and manually placed meshes are evident.
Following the way I've instantiated the meshes:
Increasing the rotation on z-axis using 450 degrees didn't solve anything even though doing it with the meshes provided by devs here actually works.
I'm sure that rotations are the key to solve the problem since the problem is not systematic, I didn't get the logic behind but by building a square with instantiated meshes I end up having some walls with spaces and some of them with perfect scale. I increased the size of them all so as to not have spaces but I'm afraid that the solution will bring more issues in the future while working with light and production materials. Seems that the bug isn't solved yet in UE4, is there another workaround that I may use without any risk of overlapping meshes?
Seems to be a bug not yet solved, to populate the map with objects where is necessary to have a high accuracy level is suggested to place them manually. If you place them manually, UE4 will make them instances, it's not necessary to have a blueprint to populate rooms programmatically.
Increasing the scale how I did in the first place doesn't seem to cause problems but I ended up placing them manually since as solution is more elegant even if it requires more effort.
I want to be able to label all of the muscles on an athletes body. I got a lot of the images that the athletes are almost in the same body pose but the issue that I am running into is that drawing a box around them makes them inaccurate as it ends up overlapping other muscles. Drawing exact lines around them is a bit difficult as they are a lot of smaller muscles and creates inconsistently over 20-30images. I was wondering if there is a way to feed in a human anatomy and then have tensorflow go in and label all of the muscles in given pictures.
Or I was wondering if you all had a different idea on approach this problem that I'm running into.
I don't have anybody else to ask and I've been researching this for awhile so if I missed or overlooked something please forgive me
The way i see is you need to combine with some prepossessing steps to normalize your target object in the image such as:
identify the human,
identify the pose or skeleton (which nowadays many open-source such as openpose-plus),
the pose estimation results can label the limbs, or part of the body from which you can do something either by hand-crafted image processing or other segmentation model.
I tried executing the example in http://doc.cgal.org/latest/Surface_mesh_skeletonization/index.html to get the skeleton of a surface mesh.
I tried using a mesh model of blood vessels with thin structures. However, no matter how refined my meshes are, parts of the skeletons seems to always be outside the mesh models.
In the sample code, there seems to be no parameters which I am able to play around with, so I am asking if there is anything i can do to make sure the skeleton stays within the mesh model.
I have tried to refined the meshes, till the program crashes. Thanks for any help provided. thanks!
I guess you have used the free function setting all parameters to their default. In case you want to tune the parameters you need to use the class Mean_curvature_flow_skeletonization.
It has 3 parameters that need to be fine tuned so that your skeleton lies within the mesh:
quality_speed_tradeoff
medially_centered_speed_tradeoff
is_medially_centered
Note that the polyhedron demo includes a plugin where you can try the effect of the different parameters.
If you can share the mesh with me, I can also have a look.
Background
I'm working on a project where a user gets scanned by a Kinect (v2). The result will be a generated 3D model which is suitable for use in games.
The scanning aspect is going quite well, and I've generated some good user models.
Example:
Note: This is just an early test model. It still needs to be cleaned up, and the stance needs to change to properly read skeletal data.
Problem
The problem I'm currently facing is that I'm unsure how to place skeletal data inside the generated 3D model. I can't seem to find a program that will let me insert the skeleton in the 3D model programmatically. I'd like to do this either via a program that I can control programmatically, or adjust the 3D model file in such a way that skeletal data gets included within the file.
What have I tried
I've been looking around for similar questions on Google and StackOverflow, but they usually refer to either motion capture or skeletal animation. I know Maya has the option to insert skeletons in 3D models, but as far as I could find that is always done by hand. Maybe there is a more technical term for the problem I'm trying to solve, but I don't know it.
I do have a train of thought on how to achieve the skeleton insertion. I imagine it to go like this:
Scan the user and generate a 3D model with Kinect;
1.2. Clean user model, getting rid of any deformations or unnecessary information. Close holes that are left in the clean up process.
Scan user skeletal data using the Kinect.
2.2. Extract the skeleton data.
2.3. Get joint locations and store as xyz-coordinates for 3D space. Store bone length and directions.
Read 3D skeleton data in a program that can create skeletons.
Save the new model with inserted skeleton.
Question
Can anyone recommend (I know, this is perhaps "opinion based") a program to read the skeletal data and insert it in to a 3D model? Is it possible to utilize Maya for this purpose?
Thanks in advance.
Note: I opted to post the question here and not on Graphics Design Stack Exchange (or other Stack Exchange sites) because I feel it's more coding related, and perhaps more useful for people who will search here in the future. Apologies if it's posted on the wrong site.
A tricky part of your question is what you mean by "inserting the skeleton". Typically bone data is very separate from your geometry, and stored in different places in your scene graph (with the bone data being hierarchical in nature).
There are file formats you can export to where you might establish some association between your geometry and skeleton, but that's very format-specific as to how you associate the two together (ex: FBX vs. Collada).
Probably the closest thing to "inserting" or, more appropriately, "attaching" a skeleton to a mesh is skinning. There you compute weight assignments, basically determining how much each bone influences a given vertex in your mesh.
This is a tough part to get right (both programmatically and artistically), and depending on your quality needs, is often a semi-automatic solution at best for the highest quality needs (commercial games, films, etc.) with artists laboring over tweaking the resulting weight assignments and/or skeleton.
There are algorithms that get pretty sophisticated in determining these weight assignments ranging from simple heuristics like just assigning weights based on nearest line distance (very crude, and will often fall apart near tricky areas like the pelvis or shoulder) or ones that actually consider the mesh as a solid volume (using voxels or tetrahedral representations) to try to assign weights. Example: http://blog.wolfire.com/2009/11/volumetric-heat-diffusion-skinning/
However, you might be able to get decent results using an algorithm like delta mush which allows you to get a bit sloppy with weight assignments but still get reasonably smooth deformations.
Now if you want to do this externally, pretty much any 3D animation software will do, including free ones like Blender. However, skinning and character animation in general is something that tends to take quite a bit of artistic skill and a lot of patience, so it's worth noting that it's not quite as easy as it might seem to make characters leap and dance and crouch and run and still look good even when you have a skeleton in advance. That weight association from skeleton to geometry is the toughest part. It's often the result of many hours of artists laboring over the deformations to get them to look right in a wide range of poses.
I have exported a simple model (a cube subdivided by 10, then I used smooth vertex).
I export the model, so it can be loaded by my engine (which expects everything to be a quad).
I export it as Wavefront OBJ.
The problem is, Blender sometimes exports faces with 4 vertex indexes (like a quad), sometimes 3 (like a triangle) and sometimes 5 or more (like a polygon, I suppose).
I used Tris to Quads, to make everything a quad, but it didn't work.
I tried exporting all as triangles (Triangulate Faces when exporting), and it does export all in triangles. (I wonder why it, apparently, can't export all as quads).
Well, how do I make Blender export Quads only?
BTW, probably some people will tell me to change the engine to support triangles, but I guess it's too late. Too many things already expect quads. Also, I prefer working with quads, than triangles or polygons.
i fear that this is a dead end for automatical processes. I am not 100% sure though, maybe someone came up with a solution, but i doubt it. Tri to Quad is useful, but as you have experienced, it does not work perfect. If Blender can't change all tris to quads, how could it export them? Well, thats not possible.
Perhaps someone has made an patch or addon which uses better algorithm, but you may need to correct it by hand!
I guess you can use Quads for sure, because regarding graphiccards, they are all converted to tris anyway.
Wish you luck,
Gerd