Bug #954

Possible problem in default rig weights

Added by Jonas Hauquier over 3 years ago. Updated almost 2 years ago.

Status:AcceptedStart date:09/01/2015
Priority:NormalDue date:
Assignee:Aranuvir #% Done:

0%

Category:Modelling
Target version:MakeHuman 1.1.2

Description

see: http://www.makehumancommunity.org/forum/viewtopic.php?f=3&t=12493

Either that, or it is a problem with the export.

mh_right_weight.png (69.3 KB) Aranuvir #, 09/13/2015 09:53 PM

mh_left_wight.png (74.4 KB) Aranuvir #, 09/13/2015 09:53 PM

screenshot_1_1457297800.png (62.9 KB) Rob Baer, 03/06/2016 09:56 PM

1120
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Related issues

Related to MakeHuman - Bug #1017: Neck Bones - default and default no toes rigs New 04/23/2016
Related to MakeHuman - Bug #1051: Assymetric foot vertex groups Rejected 08/21/2016

History

#1 Updated by Aranuvir # over 3 years ago

It's a weighting issue. See screenshots from MH:

#2 Updated by Rob Baer almost 3 years ago

This remains a problem as of r2019, but if no one is a able to handle it immediately it could be delayed to patch release. For now I'll leave it for MH 1.1.0 see foot.L and foot.R in utilities | skeleton debug

#3 Updated by Joel Palmius almost 3 years ago

More detailed info, replicating from http://www.makehumancommunity.org/forum/viewtopic.php?p=33546#p33546

"...because there appears to be several issues with the weights for the default rig.

To see the weight differences, start makehuman, choose the default rig, go to Utilities, Debug Skeleton, and compare, for example, upperleg01.L and upperleg01.R, or foot.L and foot.R. I would assume that the weights ought to be mirrored. A quick and dirty comparison of vertex counts in ./makehuman/data/rigs/default_weights.mhw show several differences:

"breast.L":447
"breast.R":434
"clavicle.L":665
"clavicle.R":635
"finger3-1.L":247
"finger3-1.R":241
"foot.L":842
"foot.R":716
"levator05.L":436
"levator05.R":437
"levator06.L":319
"levator06.R":271
"lowerarm01.L":544
"lowerarm01.R":548
"lowerleg01.L":956
"lowerleg01.R":959
"lowerleg02.L":674
"lowerleg02.R":600
"metacarpal2.L":205
"metacarpal2.R":198
"oculi01.L":292
"oculi01.R":273
"orbicularis03.L":265
"orbicularis03.R":259
"orbicularis04.L":287
"orbicularis04.R":286
"pelvis.L":958
"pelvis.R":964
"risorius03.L":467
"risorius03.R":466
"shoulder01.L":615
"shoulder01.R":588
"tongue05.L":99
"tongue05.R":86
"tongue07.L":109
"tongue07.R":100
"upperarm01.L":936
"upperarm01.R":910
"upperarm02.L":703
"upperarm02.R":696
"upperleg01.L":1197
"upperleg01.R":1222
"upperleg02.L":1083
"upperleg02.R":1076
"wrist.L":251
"wrist.R":254

#5 Updated by Aranuvir # almost 3 years ago

Joel Palmius wrote:

A patch has been posted at http://www.makehumancommunity.org/forum/viewtopic.php?p=33566#p33566

It doesn't solve all the issues mentioned. Don't use this patch. It was just a first test.

#6 Updated by Joel Palmius over 2 years ago

  • Category set to Modelling
  • Target version changed from MakeHuman 1.1.0 to MakeHuman 1.1.1

Deferring to 1.1.1

#7 Updated by Aranuvir # over 2 years ago

  • Related to Bug #1017: Neck Bones - default and default no toes rigs added

#8 Updated by Aranuvir # over 2 years ago

  • Related to Bug #1051: Assymetric foot vertex groups added

#9 Updated by Joel Palmius about 2 years ago

  • Assignee changed from Jonas Hauquier to Aranuvir #

Any update on this?

#10 Updated by Aranuvir # about 2 years ago

No, not really. Anyone who is an expert in weight painting?

#11 Updated by Rob Baer about 2 years ago

status check r2096

I will add here that the asymmetric foot weights happen with multiple rigs: i.e., with default, game, and CMU rigs. Therefore, it seems that the weights were created and copied across skeletons. Not sure how this workflow was implemented (by Manuel?). Do we have utility code for copying weights or did Manuel have another way of doing this? Interestingly the foot "names" do not remain the same across rigs.

#12 Updated by Aranuvir # about 2 years ago

Not sure if have the makehuman-utils installed (https://bitbucket.org/MakeHuman/makehuman-utils), there is a weighting tool. Forum user DredNicolson is going to help with the weighting.
Another thing, that puzzles me is the fact that the imported default skeleton in Blender shows different weighting issues than one can see in MakeHuman's skeleton debug tool. E.g. the foot.L/foot.R vertex groups in Blender seem to be symmetrically correct on a first glance, in contrast to what we can see in the screen shots above.

Importing the default skeleton and exporting it again shows the following errors:

upperarm01.L____tail: MISSED
tongue03____tail: MISSED
upperarm01.R____tail: MISSED

#13 Updated by Joel Palmius almost 2 years ago

  • Target version changed from MakeHuman 1.1.1 to MakeHuman 1.1.2

Not happening for 1.1.1.

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