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	<title>Comments on: Autorig script</title>
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	<lastBuildDate>Sun, 22 Nov 2009 01:06:38 +0100</lastBuildDate>
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		<item>
		<title>By: TheDED</title>
		<link>http://www.blendernation.com/autorig-script/comment-page-1/#comment-483872</link>
		<dc:creator>TheDED</dc:creator>
		<pubDate>Tue, 12 May 2009 17:51:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/11/14/autorig-script/#comment-483872</guid>
		<description>Nevermind, I found BlendRig. It&#039;s fairly easy to use, and I don&#039;t have to import and export except from ZBrush and Blender, plus the 3.1 alpha has the ability to make your own bones to rig your own characters. Good stuff.
-DED-</description>
		<content:encoded><![CDATA[<p>Nevermind, I found BlendRig. It&#039;s fairly easy to use, and I don&#039;t have to import and export except from ZBrush and Blender, plus the 3.1 alpha has the ability to make your own bones to rig your own characters. Good stuff.<br />
-DED-</p>
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	</item>
	<item>
		<title>By: TheDED</title>
		<link>http://www.blendernation.com/autorig-script/comment-page-1/#comment-483870</link>
		<dc:creator>TheDED</dc:creator>
		<pubDate>Tue, 12 May 2009 17:31:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/11/14/autorig-script/#comment-483870</guid>
		<description>OR!!! How about this?

1: Make Character in ZBrush and save as obj file.
2: Import into Blender and make it look cool with the before-mentioned tweeks
3: Import into Makehuman I guess to change it into Collada
4; Back round again to Blender 
5: I got a fancy rigged character that want&#039;s to kick @$$ and chew bubblegum, and is all outta bubblegum! Yay?

Did I do it? Is that it? Did I win?
-DED-</description>
		<content:encoded><![CDATA[<p>OR!!! How about this?</p>
<p>1: Make Character in ZBrush and save as obj file.<br />
2: Import into Blender and make it look cool with the before-mentioned tweeks<br />
3: Import into Makehuman I guess to change it into Collada<br />
4; Back round again to Blender<br />
5: I got a fancy rigged character that want&#039;s to kick @$$ and chew bubblegum, and is all outta bubblegum! Yay?</p>
<p>Did I do it? Is that it? Did I win?<br />
-DED-</p>
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	</item>
	<item>
		<title>By: TheDED</title>
		<link>http://www.blendernation.com/autorig-script/comment-page-1/#comment-483869</link>
		<dc:creator>TheDED</dc:creator>
		<pubDate>Tue, 12 May 2009 17:24:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/11/14/autorig-script/#comment-483869</guid>
		<description>Well, this might be a stupid question, and I am full of that particular type of question... but I&#039;m confused about some things. I use ZBrush, and I love making characters with it. I mean I&#039;ve used MakeHuman before, all the way back when it was still a Blender plugin, but with Zbrush it&#039;s just so easy and looks so good, so is there a way to use the obj file in the new MakeHuman, so I can get it into Blender...so I can use the &quot;autorigging&quot; you described above? 

Here&#039;s the pipeline so far, that I use...

1: design a character in ZBrush
2: Import as an obj file
3: Tweak as needed until it looks right,
4: Sit there and look at them with their arms all stretched out in the T Pose, because I really really really suck at rigging.
5: Save and close Blender. lol

Here&#039;s the way it would IN THEORY work...

1: Design a Character in Zbrush, save as .obj file.
2: Import into MakeHuman, maybe?
3: Save as COLLADA
4: Import into Blender
5: Run the above mentioned MakeHuman Clean-Up script
6: Have a fully rigged, non &quot;pretending to be an airplane&quot; character.
7: Animate the character finally
8: Possibly take over the world?

If any of that made sense to anyone then please tell me where I went wrong and or right, because I like hearing I&#039;m right more then wrong. lol Thanks for any help you can give to a poor confused bad-at-rigging fellow Blender user.
-DED-</description>
		<content:encoded><![CDATA[<p>Well, this might be a stupid question, and I am full of that particular type of question&#8230; but I&#039;m confused about some things. I use ZBrush, and I love making characters with it. I mean I&#039;ve used MakeHuman before, all the way back when it was still a Blender plugin, but with Zbrush it&#039;s just so easy and looks so good, so is there a way to use the obj file in the new MakeHuman, so I can get it into Blender&#8230;so I can use the &#034;autorigging&#034; you described above? </p>
<p>Here&#039;s the pipeline so far, that I use&#8230;</p>
<p>1: design a character in ZBrush<br />
2: Import as an obj file<br />
3: Tweak as needed until it looks right,<br />
4: Sit there and look at them with their arms all stretched out in the T Pose, because I really really really suck at rigging.<br />
5: Save and close Blender. lol</p>
<p>Here&#039;s the way it would IN THEORY work&#8230;</p>
<p>1: Design a Character in Zbrush, save as .obj file.<br />
2: Import into MakeHuman, maybe?<br />
3: Save as COLLADA<br />
4: Import into Blender<br />
5: Run the above mentioned MakeHuman Clean-Up script<br />
6: Have a fully rigged, non &#034;pretending to be an airplane&#034; character.<br />
7: Animate the character finally<br />
8: Possibly take over the world?</p>
<p>If any of that made sense to anyone then please tell me where I went wrong and or right, because I like hearing I&#039;m right more then wrong. lol Thanks for any help you can give to a poor confused bad-at-rigging fellow Blender user.<br />
-DED-</p>
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	<item>
		<title>By: Lightscribe</title>
		<link>http://www.blendernation.com/autorig-script/comment-page-1/#comment-469514</link>
		<dc:creator>Lightscribe</dc:creator>
		<pubDate>Tue, 17 Feb 2009 20:34:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/11/14/autorig-script/#comment-469514</guid>
		<description>People, this &quot;Niels&quot; is a wannabe coder... 

He has no script. 

If there was one by him, it would exist...

Simple.

Now, if you want a fast way to rig your characters with a BVH mocap (motion capture) go to http://blenderunderground.com/forums/viewtopic.php?t=1664

Follow the instructions and links on those 3 forum pages to the end.

Then, go to http://blenderartists.org/forum/showthread.php?t=138337 and copy and paste,  then follow the instructions from the last post from &quot;ThomasL&quot; in that thread...

It says this...

ThomasL: 

I have made some updates to the MakeHuman cleanup script, just in time that the upcoming MH 1.0 release makes the script obsolete. The new version can be downloaded from http://rapidshare.com/files/182829005/MH_cleanup.py

Instructions for use:
1. Put the file &quot;MH_cleanup.py&quot; in your Blender startup scripts folder.
2. Create a model in MakeHuman. Export as Collada.
3. Copy MakeHumans texture files from their source directory to a directory of choice. On my Windows machine, the texture files are located at &quot;My Documents\makehuman\rendering&quot;
4. Start a new Blender and choose &quot;File-&gt;Import-&gt;COLLADA 1.4 (.dae)&quot;. Run with &quot;Only Import Main Scene&quot; and &quot;New Scene&quot; selected
5. Run the cleanup script by choosing &quot;File-&gt;Import-&gt;MH cleanup&quot;
6. You will be prompted to select a texture file. It does not matter which one you choose, as long as it is in the directory where you put the MakeHuman texture files.
After a few seconds, you should have the textured mesh on layer 1 and the armature with descent bone names on layer 2. For some reason the armature can only be seen if you tab in and out of edit mode, or select it in the outliner.
Since the script makes assumptions about what things are named, it is important that it is only used in a clean Blender. An error is signalled if there is no imported mesh with the expected name.

What the script does:
1. Clean scenes:
After Collada import, the Blender file consists of three different scenes. MH cleanup deletes two of these and moves all stuff into the third.
2. Vertgroups by materials:
Vertices are assigned to vertgroups according to their materials
3. Make materials:
Texture files are loaded and assigned to the materials. 
4. Lift UVs:
Due to a bug either in MakeHuman&quot;s Collada export, or in Blender&quot;s Collada import, all UVs fall below the texture file. This is fixed.
5. Rename armature:
The bones in the armature are given more descriptive names than &quot;jointxy&quot;
6. Delete skeleton:
The skeleton mesh is usually not wanted, and the verts in the corresponding vertgroup are therefore deleted. 
7. Remove doubles:
Verts that are closer than 1e-6 BUs are merged.</description>
		<content:encoded><![CDATA[<p>People, this &#034;Niels&#034; is a wannabe coder&#8230; </p>
<p>He has no script. </p>
<p>If there was one by him, it would exist&#8230;</p>
<p>Simple.</p>
<p>Now, if you want a fast way to rig your characters with a BVH mocap (motion capture) go to <a href="http://blenderunderground.com/forums/viewtopic.php?t=1664" rel="nofollow">http://blenderunderground.com/forums/viewtopic.php?t=1664</a></p>
<p>Follow the instructions and links on those 3 forum pages to the end.</p>
<p>Then, go to <a href="http://blenderartists.org/forum/showthread.php?t=138337" rel="nofollow">http://blenderartists.org/forum/showthread.php?t=138337</a> and copy and paste,  then follow the instructions from the last post from &#034;ThomasL&#034; in that thread&#8230;</p>
<p>It says this&#8230;</p>
<p>ThomasL: </p>
<p>I have made some updates to the MakeHuman cleanup script, just in time that the upcoming MH 1.0 release makes the script obsolete. The new version can be downloaded from <a href="http://rapidshare.com/files/182829005/MH_cleanup.py" rel="nofollow">http://rapidshare.com/files/182829005/MH_cleanup.py</a></p>
<p>Instructions for use:<br />
1. Put the file &#034;MH_cleanup.py&#034; in your Blender startup scripts folder.<br />
2. Create a model in MakeHuman. Export as Collada.<br />
3. Copy MakeHumans texture files from their source directory to a directory of choice. On my Windows machine, the texture files are located at &#034;My Documents\makehuman\rendering&#034;<br />
4. Start a new Blender and choose &#034;File-&gt;Import-&gt;COLLADA 1.4 (.dae)&#034;. Run with &#034;Only Import Main Scene&#034; and &#034;New Scene&#034; selected<br />
5. Run the cleanup script by choosing &#034;File-&gt;Import-&gt;MH cleanup&#034;<br />
6. You will be prompted to select a texture file. It does not matter which one you choose, as long as it is in the directory where you put the MakeHuman texture files.<br />
After a few seconds, you should have the textured mesh on layer 1 and the armature with descent bone names on layer 2. For some reason the armature can only be seen if you tab in and out of edit mode, or select it in the outliner.<br />
Since the script makes assumptions about what things are named, it is important that it is only used in a clean Blender. An error is signalled if there is no imported mesh with the expected name.</p>
<p>What the script does:<br />
1. Clean scenes:<br />
After Collada import, the Blender file consists of three different scenes. MH cleanup deletes two of these and moves all stuff into the third.<br />
2. Vertgroups by materials:<br />
Vertices are assigned to vertgroups according to their materials<br />
3. Make materials:<br />
Texture files are loaded and assigned to the materials.<br />
4. Lift UVs:<br />
Due to a bug either in MakeHuman&#034;s Collada export, or in Blender&#034;s Collada import, all UVs fall below the texture file. This is fixed.<br />
5. Rename armature:<br />
The bones in the armature are given more descriptive names than &#034;jointxy&#034;<br />
6. Delete skeleton:<br />
The skeleton mesh is usually not wanted, and the verts in the corresponding vertgroup are therefore deleted.<br />
7. Remove doubles:<br />
Verts that are closer than 1e-6 BUs are merged.</p>
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	</item>
	<item>
		<title>By: songgzh</title>
		<link>http://www.blendernation.com/autorig-script/comment-page-1/#comment-381506</link>
		<dc:creator>songgzh</dc:creator>
		<pubDate>Sat, 27 Sep 2008 11:45:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/11/14/autorig-script/#comment-381506</guid>
		<description>Hi Niels ,I need your scripts.please send me</description>
		<content:encoded><![CDATA[<p>Hi Niels ,I need your scripts.please send me</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: songgzh</title>
		<link>http://www.blendernation.com/autorig-script/comment-page-1/#comment-381495</link>
		<dc:creator>songgzh</dc:creator>
		<pubDate>Sat, 27 Sep 2008 11:00:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/11/14/autorig-script/#comment-381495</guid>
		<description>I need the scripts,Can anyone help me? please send it to me songgzh@126.com. Thanks a lot.</description>
		<content:encoded><![CDATA[<p>I need the scripts,Can anyone help me? please send it to me <a href="mailto:songgzh@126.com">songgzh@126.com</a>. Thanks a lot.</p>
]]></content:encoded>
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	<item>
		<title>By: Aury</title>
		<link>http://www.blendernation.com/autorig-script/comment-page-1/#comment-373632</link>
		<dc:creator>Aury</dc:creator>
		<pubDate>Thu, 04 Sep 2008 00:02:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/11/14/autorig-script/#comment-373632</guid>
		<description>This is a really interesting looking script... but all the links remain dead.</description>
		<content:encoded><![CDATA[<p>This is a really interesting looking script&#8230; but all the links remain dead.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: TheDED</title>
		<link>http://www.blendernation.com/autorig-script/comment-page-1/#comment-367197</link>
		<dc:creator>TheDED</dc:creator>
		<pubDate>Mon, 18 Aug 2008 20:40:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/11/14/autorig-script/#comment-367197</guid>
		<description>You could always just upload it to Megaupload.com and put the link on here. It&#039;s free, and won&#039;t go off line, at least until you get the page back up...if you&#039;re ever going to, that is. If I could get my hands on an actual autorig script, it would save me countless hours.
-DED-</description>
		<content:encoded><![CDATA[<p>You could always just upload it to Megaupload.com and put the link on here. It&#039;s free, and won&#039;t go off line, at least until you get the page back up&#8230;if you&#039;re ever going to, that is. If I could get my hands on an actual autorig script, it would save me countless hours.<br />
-DED-</p>
]]></content:encoded>
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	<item>
		<title>By: ninefingerednoob</title>
		<link>http://www.blendernation.com/autorig-script/comment-page-1/#comment-321564</link>
		<dc:creator>ninefingerednoob</dc:creator>
		<pubDate>Wed, 07 May 2008 22:56:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/11/14/autorig-script/#comment-321564</guid>
		<description>Looks like a neat script, but the link is dead as of 5/7/2008</description>
		<content:encoded><![CDATA[<p>Looks like a neat script, but the link is dead as of 5/7/2008</p>
]]></content:encoded>
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	<item>
		<title>By: Vali</title>
		<link>http://www.blendernation.com/autorig-script/comment-page-1/#comment-265898</link>
		<dc:creator>Vali</dc:creator>
		<pubDate>Sat, 08 Mar 2008 19:46:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/11/14/autorig-script/#comment-265898</guid>
		<description>Where s da script ? da webpage ? must be interesting !</description>
		<content:encoded><![CDATA[<p>Where s da script ? da webpage ? must be interesting !</p>
]]></content:encoded>
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