Giter Club home page Giter Club logo

mpfb2's Introduction

MPFB2

MPFB2 is a free and open source human generator for Blender. For documentation and FAQ, see
home page

In order to get up and running quickly, see the quick start guide. The quick start guide is also where you can find download links. There is also a getting started video tutorial on youtube.

Note that MPFB 2 requires a Blender version of at least 3.0.

MPFB2 vs MPFB1

MPFB2 is a complete rewrite of MPFB1 with an entirely different code structure, which is why it is in a separate git repository. For a list of new features, see the change log.

MPFB 2 should peacefully co-exist with MPFB 1, so there should be no problem with checking it out to see if it works for you.

mpfb2's People

Contributors

angavrilov avatar ashafix avatar cgvirus avatar gabrielmontagne avatar joepal1976 avatar rmarma avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

mpfb2's Issues

Human Mesh and Snap to Cursor / Vertex Coordinate Issue

Firstly, thanks for creating the plug-in. For an alpha release it seems to work quite well,

I've noticed an odd issue where the generate mesh coordinates appear to be 'off'. To explain...

  1. I created a default human (New Human > Create Human having not changed any settings.).
  2. In edit mode I select any (single) vertex
  3. I use Snap Cursor to Selected (Shift + S > 2)

The cursor is, however, not placed on the vertex, ALTHOUGH, the vertex coordinates (as shown under the Item draw tab), and the 3D cursor coordinates (as shown under the View tab) do actually match. (Screen shots below.) The same behaviour is shown if edge loops are selected.

Orthogonal front view:
image

Orthogonal side view:
image

Item (i.e. selected vertex) position (local and global):
image
image

3D Cursor position:
image

Using MPFB version 2.0.1 -a1
Blender 3.1.0
Log file (in DEBUG mode) attached. I hope I got the right one.

combined.txt

And to check my own sanity I followed the same 3 steps as above but with a cube and it works as expected.
image

Finally, I performed the same operations on an human created with MakeHuman standalone, followed the same steps and, again it works as expected.
image

PS I discovered the problem whilst trying to manually add a Rigify rig.
PPS As far as I can see there is no unapplied scaling on the model that might account for the issue.

Review correctness of joint positioning.

I wonder if it is possible and within the scope to review and adjust joint positioning, and what would be the process for that if yes (this basically means correction for a subset of vertex positions of the base body and/or target shapes).

The strangest joints are for the middle of the spine: if you actually check the structure of the skeleton (e.g. https://www.zygotebody.com/ from a simple google search), the actual spinal column is located about 1/3 - 2/5 of the thickness of the body deep from the back, but MakeHuman places two of the joints with barely any depth along the back. However I wonder if there may be less severe issues with the realism of some other joints too.

Rigify broken on new version of addon

image

The rigify creation seems to be broken -- the teeth are not separated properly, but copied, and the eyes, eyelashes, etc. are not rigged or skinned.

Looking at the secondary meshes I see they don't have vertex groups. Probably that's why the teeth split is not working correctly either.

Assets not appearing

I have opened Blender, imported the .zip file into the addons, imported the zip again into the assets, and restarted Blender. Then, when I create a human, it does not let me use assets because of this:
image
Is this a problem with the zip or am I just an idiot? How do I fix this?

Shoes02 causes crash

Trying to load the Shoes02 system asset causes a crash:

0

Traceback (most recent call last):
  File "/home/joepal/.config/blender/3.0/scripts/addons/mpfb/ui/assetlibrary/operators/loadlibraryclothes.py", line 76, in execute
    HumanService.add_mhclo_asset(self.filepath, basemesh, asset_type=self.object_type, subdiv_levels=subdiv_levels, material_type=self.material_type)
  File "/home/joepal/.config/blender/3.0/scripts/addons/mpfb/services/humanservice.py", line 299, in add_mhclo_asset
    ClothesService.fit_clothes_to_human(clothes, basemesh, mhclo)
  File "/home/joepal/.config/blender/3.0/scripts/addons/mpfb/services/clothesservice.py", line 89, in fit_clothes_to_human
    vertex_match_info = mhclo.verts[clothes_vertex_number]
KeyError: 0

A couple of issues with the MH asset library

Hi, I pulled today the latest version and can see a couple of problems,

First, it seems it only picks up the first item on each of the folders of the data library (the first topology, eyebrows, etc. )
image

Then, when I try to load the asset I get a runtime error:
image

To reproduce, I'm following these steps,

  1. New human -> From scratch -> Create Human
  2. Rigging -> Add Rig -> Add Rigify Rig
  3. Apply Assets -> Eyebrows Library -> Eyebrow001 -> Load

The problem happens regardless of if the rig or the mesh are selected.

Errors and warning in the debug build of Blender

Loading the add-on in the debug build of blender produces many errors and warnings. Some examples:

WARN (rna.define): C:\Blender\Source\blender\source\blender\makesrna\intern\rna_define.c:1647 RNA_def_property_ui_text: 'The cup size of the breasts. On male characters, anything but 0.5 will look strange.' description from 'MPFB_HUM_cupsize' '' ends with a '.' !

ERROR (rna.define): C:\Blender\Source\blender\source\blender\makesrna\intern\rna_define.c:1296 RNA_def_property: runtime property identifier "Scene.arms.l-lowerarm-scale-depth-decr-incr" - one of the characters failed an isalnum() check and is not an underscore

Registering panel class: 'MPFB_PT_Macro_Sub_Panel' misses category, please update the script

A copy of the full list can be found here:

https://pastebin.com/BdDExjRW

4 Problems I found when adding Rigify Rig

The "add rigify rig" button under "rigging" then under "add rig" works well. I have notice four what I believe are errors.

  • The eyebrow weight painting distorts the forehead and shape of forward scalp too much when the eyebrow bones are moved.
  • The "master_eye.l" and "master_eye.r" bones, with custom square bone shapes, are rotated about 45 degrees on the Y-axis than they should be. The idea is, you should be able to scale these bones on the Z-axis and make the eyes squint. Right now it does that in a distorted way.
  • The breast bones are on the back of the character instead of the front and, when moved, they move both the back and front of the character on the upper torso.
  • Right now the custom bone shapes for the ears are different for left and right. I think this is just cosmetic and doesn't affect rig usability.

The MPFB2 port of MakeClothes doesn't really work, should be hidden from the UI until actually implemented

I am not sure if this is a bug or user error. I am trying to create a clothes file for MakeHuman in blender. Here are the steps I took with break when problems began.

  1. I installed the latest addon version in blender 2.93.8
  2. I loaded my human MHM file.
  3. I extracted a helper skirt and marked it as clothes.
  4. I modeled from the helper skirt.
  5. I filled out the clothes metadata and pressed, "Write Clothes."
    //Problem//
  6. The blender file browser opened and asked me to save as a blend file, which I did.
  7. I checked "C:\Users\troyc\Documents\makehuman\v1py3\data\clothes" and did not see the folder for what I had created. I also checked "C:\Users\troyc\AppData\Local\makehuman-community\makehuman\data\clothes" and did not see it.
  8. I pressed write clothes again and it asked me to save as a MHCLO file.
  9. I named the file and saved it in a temp folder on my C: drive, thinking, if it saved as a MHCLO, then I would move it to my MH data directory. This was odd to me as in the past MH clothes creation created a whole folder with image textures, OBJ, and MHMAT files.
  10. I checked the temp folder and no MHCLO file or the other files were there. I then checked the two data directories I know about. (off topic: is it user error to have two? Which one should I keep?) There was no folder with the item I had created.

Is this user error? I couldn't find documentation on this process, which is understandable given how much time it would take to create complete documentation for this addon given that it is being changed often. If this is user error please advise. If this is a bug please mark this issue as a bug report. Thanks in advance.

Better management of preferences

As per comments in 4dbf562, the management of preferences should be rethought and refactored. This will be more and more important the more preferences are added.

Errors when creating human from scratch

Cant create human from scratch with some parameters
image

`Python: [ERROR] mpfb.init ..............................: Unhandled crash
File "C:\Users\vante\Documents\PycharmProjects\character_generator_3_1\blender\3.1\scripts\addons\mpfb\ui\newhuman\operators\createhuman.py", line 139, in execute
basemesh = HumanService.create_human(
File "C:\Users\vante\Documents\PycharmProjects\character_generator_3_1\blender\3.1\scripts\addons\mpfb\services\humanservice.py", line 996, in create_human
TargetService.reapply_macro_details(basemesh)
File "C:\Users\vante\Documents\PycharmProjects\character_generator_3_1\blender\3.1\scripts\addons\mpfb\services\targetservice.py", line 814, in reapply_macro_details
for shape_key in basemesh.data.shape_keys.key_blocks:

'NoneType' object has no attribute 'key_blocks'

Traceback (most recent call last):
File "C:\Users\vante\Documents\PycharmProjects\character_generator_3_1\blender\3.1\scripts\addons\mpfb\ui\newhuman\operators\createhuman.py", line 139, in execute
basemesh = HumanService.create_human(
File "C:\Users\vante\Documents\PycharmProjects\character_generator_3_1\blender\3.1\scripts\addons\mpfb\services\humanservice.py", line 996, in create_human
TargetService.reapply_macro_details(basemesh)
File "C:\Users\vante\Documents\PycharmProjects\character_generator_3_1\blender\3.1\scripts\addons\mpfb\services\targetservice.py", line 814, in reapply_macro_details
for shape_key in basemesh.data.shape_keys.key_blocks:
AttributeError: 'NoneType' object has no attribute 'key_blocks'

location: :-1

`

Purple textures when rendering

After applying assets render and shading preview gives purple color:

image

But in shading view this looks normal:

image

This happened after I moved to Blender 3.1. And updated the mpfb2 to alpha version from website. What can cause this issue?

The problem persist both on eevee render and cycles render.

MPFB2 should warn rather than crash if obj importer is not enabled

hi
i install mpfb2.0.0-a1, restart blender
i open n-panel, go to mpfb tab, expand 'new human', 'from scratch'
i click 'create human' - bang, error message

`
Python: [ERROR] mpfb.init ..............................: Unhandled crash
File "C:\Users\chist\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\mpfb\ui\newhuman\operators\createhuman.py", line 139, in execute
basemesh = HumanService.create_human(
File "C:\Users\chist\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\mpfb\services\humanservice.py", line 982, in create_human
basemesh = ObjectService.load_base_mesh(context=bpy.context, scale_factor=scale, load_vertex_groups=True, exclude_vertex_groups=exclude)
File "C:\Users\chist\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\mpfb\services\objectservice.py", line 161, in load_base_mesh
basemesh = ObjectService.load_wavefront_file(filepath, context)
File "C:\Users\chist\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\mpfb\services\objectservice.py", line 149, in load_wavefront_file
bpy.ops.import_scene.obj(filepath=filepath, use_split_objects=False, use_split_groups=False)
File "C:\Program Files\Blender Foundation\Blender 3.1\3.1\scripts\modules\bpy\ops.py", line 132, in call
ret = _op_call(self.idname_py(), None, kw)

Calling operator "bpy.ops.import_scene.obj" error, could not be found

Traceback (most recent call last):
File "C:\Users\chist\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\mpfb\ui\newhuman\operators\createhuman.py", line 139, in execute
basemesh = HumanService.create_human(
File "C:\Users\chist\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\mpfb\services\humanservice.py", line 982, in create_human
basemesh = ObjectService.load_base_mesh(context=bpy.context, scale_factor=scale, load_vertex_groups=True, exclude_vertex_groups=exclude)
File "C:\Users\chist\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\mpfb\services\objectservice.py", line 161, in load_base_mesh
basemesh = ObjectService.load_wavefront_file(filepath, context)
File "C:\Users\chist\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\mpfb\services\objectservice.py", line 149, in load_wavefront_file
bpy.ops.import_scene.obj(filepath=filepath, use_split_objects=False, use_split_groups=False)
File "C:\Program Files\Blender Foundation\Blender 3.1\3.1\scripts\modules\bpy\ops.py", line 132, in call
ret = _op_call(self.idname_py(), None, kw)
AttributeError: Calling operator "bpy.ops.import_scene.obj" error, could not be found

location: :-1

`
asus a15 laptop
win 10 pro
blender 3.1.2

thx for sharing
have fun
aum

Converting "Game base" rig to Rigify results in twisted foot

Steps to reproduce:

  1. Create human from scratch
  2. Add standard "Game engine" rig
  3. Convert to rigify (with produce enabled)

Screenshot 2022-05-13 at 15 39 20

Control foot_tweak_l.001 appears to be rotated by 90 degrees for some reason.

UPD: MPFB version from latest commit on master branch, Blender 3.1

Should be able to set a pose as rest pose

Some applications want a T-pose as rest pose. It'd be nice to have a simple way to set up a character like this.

This could be generalized to the ability to set any pose as rest pose.

We need a specific solution, since simply doing an "apply as rest pose" in blender won't propagate to all clothes and body parts.

Prepare for having multiple rigify type rigs

While at the moment there is only one rigify meta-rig included in MPFB, it is perfectly possible that we would want to have multiple such rigs in the future. This akin to default / default-no-toes for the standard rigs.

We should prepare for a future where there might be multiple included rigify rigs.

Texture is wrong when exporting to gltf

This is copied from the issue tracker for MakeHuman, makehumancommunity/makehuman#211

Hi, I'm trying to export to GLTF a model generated with the plugin v2, but when I open the file, the body texture is transparent

My guess here is that you're trying to export the "enhanced" skin. This is a procedural texture using a somewhat advanced blender node setup. My guess such node materials are not supported by gltf.

What you can do is create humans with the "standard" material format, ie simple diffuse texture. This should survive better when exported to gltf.

You can set which material format you use when you add a skin to the character, see the "skin" panel in the "library settings" section of the "apply assets" panel.

Rigify generated rig does not move lower jaw teeth

The rigify meta-rig moves the lower jaw teeth when being posed, but the generated rigify rig does not.

There is probably some kind of logic to this that I just fail to see, but the teeth bones are treated different than the rest of the bones:

  • they do not get renamed to DEF-...
  • they have "deform" disabled

Rigify Rig face bone is not in the center

Describe the bug
Rigify Rig face bone is not in the center

Screenshots / logs

Normal
HSP 3 2

After did Some sculpturing and morphing
HSP 3

Platform and versions

  • OS: Is this windows
  • Version of Blender 3.2.2
  • Version of MPFB 20 Aug 22

Need an easy way to mass add shape keys

In order to make shape keys available to, for example, game devs, it'd be beneficial to have the ability to add many shape keys at once. Possibly an entire category, or some other similar mass add functionality.

The functionality itself is not particularly tricky, it's more a question of figuring out a usable workflow with an understandable UI.

For now, running this in blender's script tab with a basemesh selected will load all the targets listed in "targets_to_load". Note that this is a heavy operation which might take some time. It is probably a bad idea to mass load macro targets this way.

import bpy, os, json
from mpfb.services.targetservice import TargetService
from mpfb.services.locationservice import LocationService

_TARGETS_DIR = LocationService.get_mpfb_data("targets")
_TARGETS_JSON = os.path.join(_TARGETS_DIR, "target.json")

targets_to_load = ["head", "nose"]

obj = bpy.context.object

with open(_TARGETS_JSON, "r") as json_file:
    ALL_TARGETS = json.load(json_file)

for section_name in ALL_TARGETS.keys():
    if section_name in targets_to_load:
        section = ALL_TARGETS[section_name]
        for category in section["categories"]:
            for target in category["targets"]:
                full_path = os.path.abspath(os.path.join(_TARGETS_DIR, section_name, target + ".target.gz"))
                TargetService.load_target(obj, full_path) 

Loading macro details is very slow in complex scenes

Creating a human from a preset or dragging phenotype sliders is usually reasonably painless, if you do it in the default blender scene or in a scene with only one or two objects.

However, doing the exact same operation in a so-so complex scene with a bunch of geometry takes an absurd amount of time. Loading a human from presets might then take up towards a minute.

The culprit is target_string_to_shape_key() in https://github.com/makehumancommunity/mpfb2/blob/master/src/mpfb/services/targetservice.py, specifically the iteration on lines 200-205:

        for vertex in shape_key_info["vertices"]:
            index = vertex["index"]
            target_co = vertex["target_coordinates"]

            for i in [0, 1, 2]:
                target.data[index].co[i] = target_co[i]

The gist of the operation is that a shape key ("target") needs to have it vertex coordinates updated with information from a loaded array ("shape_key_info" -> "vertex")

It would seem blender tries to perform an update to the entire scene geometry after each write here. As of yet, I don't see any good way to avoid this. Hiding the object or muting the shape key makes no difference.

Addon not listed as installed in blender 2.92

Hello, in Windows 10, Blender 2.92.

After I install the addon using the zip release, I see the message:

Modules Installed () from 'zip path' into 'addons path'

But i cannot see the addon installed in the addon's list. Installing it by unzipping it in the addons directory also seems
that is not working.

Thanks.

Need an easy way to bake all shapekeys and/or delete helpers

A garbage mash is created when a character is created from scratch
изображение

Platform and versions

  • OS: windows
  • Version of Blender - 3.2.1
  • Version of MPFB - last build 2.0.1 from 01.07.2022
    Can I create a character without this and the modifier that hides it?

MPFB issues with Rigify 3.1 features

There are some issues I noticed immediately:

  1. The option to assign generated rig name was removed in Blender 3.1 master, so the code simply crashes. It is necessary to check if it exists now, and assign a proper name to the metarig. There are three possible name patterns: a name containing META has it replaced with RIG, metarig gets replaced with rig, or something containing neither META nor metarig will have RIG- prepended:

     if hasattr(armature_object.data, 'rigify_rig_basename'):
         armature_object.data.rigify_rig_basename = "Human.rigify"
     else:
         armature_object.name = "Human-metarig"
    
  2. The operator to convert legacy face to new style modular face (3.0 feature) was crashing because there is supposed to be a gap between the end of nose.004 and the lips. I fixed the converter to be more robust, but just a heads up.

  3. The eye bones are way too long - they are supposed to match the radius of the eye. This leads to some generated controls being way too big in the new style face, and the iris/pupil scale deform bones are in a weird location. The eye bones also have a weird roll, causing some other problems for the eyelid mechanism.

  4. Minor nitpick: the teeth bones are angled weirdly, resulting in strange control orientation.

  5. Also, the spine/head split is obviously in the wrong position.

Btw, with the new face system it's easy to generate a deform bone for teeth, the convert operator even enables it by default. However the metarig setup is way more complicated since a lot more of rigging is configured in the metarig, see the update operator.

Some models do not import correctly when importing via "Import MHM"

I have several models created with MH that I am importing into Blender (example here as a txt file Mick2.txt).

If I open the model in MH and import it via "Import human", the model imports without error:

Object Via MH

Changing to Edit Mode in Blender also shows that the model has imported correctly.
Edit Via MH

However, if I import the same model via "Import MHM", I get the following error:


Python: [ERROR] mpfb.init ..............................: Unhandled crash 
  File "/home/ian/.config/blender/3.0/scripts/addons/mpfb/ui/newhuman/operators/humanfrommhm.py", line 43, in execute
    basemesh = HumanService.deserialize_from_mhm(self.filepath,
  File "/home/ian/.config/blender/3.0/scripts/addons/mpfb/services/humanservice.py", line 870, in deserialize_from_mhm
    basemesh = HumanService.deserialize_from_dict(human_info, mask_helpers, detailed_helpers, extra_vertex_groups, feet_on_ground, scale, subdiv_levels, load_clothes=load_clothes)
  File "/home/ian/.config/blender/3.0/scripts/addons/mpfb/services/humanservice.py", line 652, in deserialize_from_dict
    HumanService._load_targets(human_info, basemesh)
  File "/home/ian/.config/blender/3.0/scripts/addons/mpfb/services/humanservice.py", line 624, in _load_targets
    TargetService.load_target(basemesh, target_full_path, target["value"], target["target"])
  File "/home/ian/.config/blender/3.0/scripts/addons/mpfb/services/targetservice.py", line 442, in load_target
    raise ValueError("Must specify a valid path")

Must specify a valid path

Traceback (most recent call last):
  File "/home/ian/.config/blender/3.0/scripts/addons/mpfb/ui/newhuman/operators/humanfrommhm.py", line 43, in execute
    basemesh = HumanService.deserialize_from_mhm(self.filepath,
  File "/home/ian/.config/blender/3.0/scripts/addons/mpfb/services/humanservice.py", line 870, in deserialize_from_mhm
    basemesh = HumanService.deserialize_from_dict(human_info, mask_helpers, detailed_helpers, extra_vertex_groups, feet_on_ground, scale, subdiv_levels, load_clothes=load_clothes)
  File "/home/ian/.config/blender/3.0/scripts/addons/mpfb/services/humanservice.py", line 652, in deserialize_from_dict
    HumanService._load_targets(human_info, basemesh)
  File "/home/ian/.config/blender/3.0/scripts/addons/mpfb/services/humanservice.py", line 624, in _load_targets
    TargetService.load_target(basemesh, target_full_path, target["value"], target["target"])
  File "/home/ian/.config/blender/3.0/scripts/addons/mpfb/services/targetservice.py", line 442, in load_target
    raise ValueError("Must specify a valid path")
ValueError: Must specify a valid path

location: <unknown location>:-1

Object Via MHM

Also, changing to edit mode, the model changes to (I think) the default model:

Edit Via MHM

The rigify meta rig needs to be weight painted

While some parts of the rig has been interpolated from the other rigs, large parts are still from automated weights. These are sub-par to say the least.

The weight painting needs to be done thoroughly. A start is to fix the most visible errors, such as the jaw not moving the teeth and the breasts having weights on the back of the character.

Should be possible to use custom-made or third part rigs

As it stands now, it is pretty tricky to use a rig which is not part of the source code. The tools for creating them are there though.

Should cater for the situation where the user wants to use a rig other than the ones included in the source.

As a first step, make it possible to load weights through the developer panel.

Blender 3.0.0 python call for removing materials does not work - old materials remain when selecting new skin

In the version downloaded on 29 Dec 2021, some (maybe all but I haven't yet checked) skins incorrectly label the materials.

The most problematic is that the main "body" material is labeled "Human.toenails". In the case of the default skin, there is no material labeled "Human.body"; in the case of there is a "Human.body" material slot but no vertices have been assigned to it.

There are also duplicate material slots of most materials, although only one of each has vertices assigned to it.

The import routine should use general services rather than have local logic

The current import code was written before the advent of the general services. It contains fragments of code which has later been implemented in a more general manner in these services.

There's no good reason for having the same functionality implemented in multiple places. The import routine should be get an overhaul and be refactored to use the general services wherever possible.

Modifying sys.excepthook is bad design and breaks after Reload Scripts

First of all, add-ons are merely plug-ins that should be designed to co-exist nicely, and thus should not modify global resources like sys.excepthook (imagine the mess if all add-ons did that).

Moreover, doing Reload Script breaks the _OLD_EXCEPTHOOK chaining, causing any exception in any Python code (even the code typed into the console on the Scripting tab) to result in infinite recursion and stack overflow.

new obj importer

Blender 3 and new have a new obj importer. The existing importer is used in mpfb2 as I understand. But blender website says the existing importer will be removed soon. The new importer is not working for mpfb2.

Material assignment problems

I haven't come up with a reliable way to reproduce this -- or to avoid this! But depending on the order in which I apply my assets, sometimes they end up getting the eye material!

I've seen it with eyebrows, eyelashes, etc. Today is the first time I see the tongue.

problem in generating rig MPFB

i am using blender 3.2 while i am unchecking (delete meta rig) and generate. it is showing python [ERROR] mpft.init .......................................:unhandled crash
issue.docx

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. 📊📈🎉

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.