MHX2 export into Blender - no FK to IK Switch

Discussions about MHX2 and other plugins that are developed outside the scope of MakeHuman. Note that bug reports should go to the respective code projects and might go unseen here.

Moderator: joepal

MHX2 export into Blender - no FK to IK Switch

Postby Shurex » Wed Mar 23, 2016 9:54 am

Hello,

Problem i dont see the Layers for the FK-IK Switch

problem11.PNG
Problem i dont see the Layers for the FK-IK Switch




It should look like that. Left and rechts side has those switches i would need to get my inverse Kinematics
Lösung111.png
It should look like that. Left and rechts side has those switches i would need to get my inverse Kinematics




Is there a way anyone could perhaps help me out?

I try to get an answer for long time now, but i dont find it...

so i would appreciate any minor help. Thank you.
Shurex
 
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Joined: Wed Mar 23, 2016 9:42 am

Re: MHX2 export into Blender - no FK to IK Switch

Postby joepal » Wed Mar 23, 2016 10:00 am

Possible reasons:

* Upon import, you did not override the rig. You need check "override presets" and then apply the rig "mhx" or "exported mhx" to get IK.
* Version mismatch between your mhx2 file and the version running in blender
Joel Palmius (LinkedIn)
MakeHuman Infrastructure Manager
http://www.palmius.com/joel
joepal
 
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Re: MHX2 export into Blender - no FK to IK Switch

Postby Shurex » Wed Mar 23, 2016 11:57 am

Thanks for helping me.
.

1222.png



This is the Result with Exported MHX




Unbenannt333.PNG


This seems to do more with just MHX but it still not makes me able to use inverse kinematics at all. i cant move the whole body like i want to.

so what to do? or do i need to do the invsere kinematics manually?
Shurex
 
Posts: 2
Joined: Wed Mar 23, 2016 9:42 am

Re: MHX2 export into Blender - no FK to IK Switch

Postby joepal » Wed Mar 23, 2016 2:16 pm

This works fine for me, which makes me believe something is astray with either your procedure or your installation.

ik.png
I have the ik/fk switch


Further suggestions on what may be wrong:

* You're using MakeHuman 1.0.2. All development is targeted at 1.1.0, and it's possible newer mhx2 versions are glitching with 1.0.2.
* You have made an export for mhx2 a while ago with a different version of mhx2, and try to import it with a newer mhx2 which has changed somehow
* You have exported a character from MH with a skeleton which was not "default" or "default-no-toes"

What exact versions of MH and MHX2 are you using? And what options and skeleton are you using when exporting from MH? I see from the screenshots that you're using blender 2.76, which should work fine.
Joel Palmius (LinkedIn)
MakeHuman Infrastructure Manager
http://www.palmius.com/joel
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Joined: Wed Jun 04, 2008 11:20 am


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