Sure like you were saying everything should be done in blender then imported
into ares, really what is needed is a better blender exporter not a
makehuman importer in ares, I cant think of any task that should go direct
from makehuman to ares, except maby the model but is it really that much
less work... saves ~30 seconds opening it in blender and exporting...

On Tue, Oct 18, 2011 at 2:55 PM, Christian Van Brussel <
[email protected]> wrote:

> > The animation retargeting tools mentioned below, would be able to map
> > the mesh, animation and skeleton when the artist makes changes?
> >
> > I would love to be able to "morph" the bones of the skeleton, such
> > that you could make a tall man and a short man with the same skeleton
> > that could use all the same animations.
>
> There is already some animation retargeting tools in CS (the
> iSkeletonRetargetNode animation node), but it won't currently work at all
> with skeletons that are very different.
>
> For that it would need some more advanced tools, which can be made eg by
> leveraging on the Inverse Kinematics animation nodes. The most realistic
> scenario would probably be to use a set of various animations (eg 3
> different walk for a big, a tall, and a normal guy), then blend between
> them depending on the actual skeleton.
>
>
>
>
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