Posing now works with the new mesh, at least as long as there are no corrective shapekeys. The walk and run test poses have been updated, indeed look a bit better than they did with the old one.
In MH alpha 7 there were some problems with corrective shapekey update that I never understood. To avoid these problems, the mesh now has two modes: pose mode with only exists in the Poses tab and edit mode everywhere else. Create a character and go to the Poses tab, and choose a pose:
Now go back to the Modelling tab. The character pops back into the rest pose, because it is now in edit mode. If we go back to the Poses tab without changing the character, he jumps back into the pose. However, this is only true if we have not modified the character. Any changes and the pose is gone.
In fact, the character is in pose mode when we go to the Files > Export tab as well. The idea is that if the character has been posed, we probably want to export the posed character. If we did want the unposed character, it is easy to go back to the Poses tab and click the clear button.
And here the running baby is imported into Blender:
There are other places where it is natural to use the posed character, i.e. in rendering, but this is not yet implemented.
It should also be mentioned that exporters that export rigged characters, i.e. collada, fbx and mhx, ignore the selected pose.
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If you download the latest svn version, you will find that there is no rig choice in the relevant exporters (collada, fbx, mhx) anymore. This is because they have all been replaced by a single rig. However, this rig has many options, which are set under the Posing > Skeleton tab. Turn the options on and off and press the Show rig button. A preview of the rig is shown in the main window.
Because the number of rig options is quite large, there are a number of presets.
The Game preset corresponds to the old game rig; a minimal rig optimized for maximal speed. This rig has few bones, especially in the hands.
The Simple preset corresponds to the old simple rig; a rig with no constraints, but with more bones than the Game preset.
The Medium preset has extra bones that simulate muscles. This improves deformation, but will only work if the target app and export format supports the necessary constraints. At the moment only mhx export does this.
The Advanced preset has muscle bones and extra control structures, such as FK/IK switching. It corresponds more or less to the old mhx rig.
Since this represents a major change to the rigging process, there are still some bugs in the code, but the worst will hopefully be eliminated by the end of this week.
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