MHX2 scale

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MHX2 scale

Postby Limbo1337 » Sun Sep 03, 2017 8:43 pm

Hello, when i choose cm while exporting and then opening in blender, (exporting for UE4 and UE4 has default CM right?) model is quite large, however .dae and .fbx are fine
is there any fix?
Thomas`s bugtracker link is down so...
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Re: MHX2 scale

Postby loki1950 » Mon Sep 04, 2017 2:45 am

What I do is Just scale everything by .1 just after import or choose a different scale on the right panel of the mhx export options.
BTW mhx2 will not work with blender 2.8 another api change :roll:

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Re: MHX2 scale

Postby SaltyCowdawg » Mon Sep 04, 2017 1:30 pm

loki1950 wrote:BTW mhx2 will not work with blender 2.8 another api change

thanks for the heads up on that. Looks like i'll be staying on 2.79 for a while. :?
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Re: MHX2 scale

Postby Antiqua_Sphinge » Mon Sep 04, 2017 4:45 pm

loki1950 wrote:BTW mhx2 will not work with blender 2.8 another api change :roll:

Enjoy the Choice :)


What will take the place of MHX2?
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Re: MHX2 scale

Postby loki1950 » Mon Sep 04, 2017 4:53 pm

Just means we have to update mhx2 as Thomas seems to have moved on to his DAZ importer as his main focus while we are at that we should be able to support EEVE materials and strart using the principled shader in cycles.

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Re: MHX2 scale

Postby Aranuvir » Mon Sep 04, 2017 9:12 pm

loki1950 wrote:Just means we have to update mhx2 as Thomas seems to have moved on to his DAZ importer as his main focus while we are at that we should be able to support EEVE materials and strart using the principled shader in cycles.

The emphasis is on "JUST". And who is we ?????
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Re: MHX2 scale

Postby Limbo1337 » Mon Sep 04, 2017 10:10 pm

loki1950 wrote:What I do is Just scale everything by .1 just after import or choose a different scale on the right panel of the mhx export options.
BTW mhx2 will not work with blender 2.8 another api change :roll:

Enjoy the Choice :)

yeap, found solution by choosing meters, which is quite close to what i wanted, not perfect, but better then mountain like characters :D
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Re: MHX2 scale

Postby loki1950 » Mon Sep 04, 2017 10:17 pm

Aranuvir wrote:
loki1950 wrote:Just means we have to update mhx2 as Thomas seems to have moved on to his DAZ importer as his main focus while we are at that we should be able to support EEVE materials and strart using the principled shader in cycles.

The emphasis is on "JUST". And who is we ?????


Yeah that is the main question is it not.

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Re: MHX2 scale

Postby blindsaypatten » Tue Sep 05, 2017 8:51 pm

I'm intending to update the importer at least, unless someone more qualified beats me to it. I haven't found any documentation of what has changed, but the first error I got was that the Mesh object doesn't have a uv_textures attribute.

I have already written code to use the Principled shader, but I still don't know how to distinguish between transparent as a way to make things invisible, and transparent as a property of a material like glass in MakeHuman. I don't think MakeHuman has the concept of a glass-like transparent material.
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Re: MHX2 scale

Postby loki1950 » Tue Sep 05, 2017 10:22 pm

There should be a devs doc on the blender api changes on their site an other issue with 2.8 is that the layer system has been changed completely and mhx2 put the control structures on layer 20.

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