blender_makehuman
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| blender_makehuman [2018/04/11 18:19] – created sbroggi | blender_makehuman [2018/08/16 16:41] (current) – sbroggi | ||
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| - | ======Blender and Makehuman====== | + | ======Blender and MakeHuman====== |
| - | How to use Mocap data from Motive | + | How to use MakeHuman and Blender to create characters that can be animated with Mocap data from Motive, FaceRig, PerceptionNeuron etc.. |
| - | ==Install MakeHuman | + | ==Install MakeHuman== |
| - | http://www.makehuman.org/ | + | * Download the makehuman release from http://www.makehumancommunity.org/content/ |
| + | * Unzip and move the folder to your applications directory | ||
| - | ==Install the MHX2 addon in Makehuman | + | ==Install Blender== |
| - | * Download | + | * Download and install from http:// |
| - | * Add the 9_export_mhx2 directory to the MakeHuman plugins directory. On osX probably: / | + | |
| + | ==Install the MHX2 addon in Makehuman== | ||
| + | * Download | ||
| + | * Move the 9_export_mhx2 directory to the MakeHuman plugins directory. On osX probably: / | ||
| + | |||
| + | ==Install the MHX2 plugin in Blender== | ||
| + | * Download the MHX2 Plugin for Blender from http:// | ||
| + | * Move import_runtime_mhx2 to the Blender addons directory C:\Program Files\Blender Foundation\Blender\2.79\scripts\addons | ||
| + | * Enable the MHX2 importer in Blender. Open Blender, Select File > User Preferences. In the window that opens, select the Addons tab and then the MakeHuman category. Enable MakeHuman: Import-Runtime: | ||
| + | * In the File tab, enable Auto Run Python Scripts and Save User Settings. | ||
| + | * Save User Settings | ||
| + | |||
| + | ==Import a Makehuman character into Blender== | ||
| + | * Open MakeHuman and design you character. | ||
| + | * Select the Pose/ | ||
| + | * For facial Animation you probably want your character to have teeth, toung, eyebrows and eyelashes. To do this enable the parts by selecting the Geometries tab... | ||
| + | * In the Files > Export tab, select MakeHuman Exchange (mhx2), select the export path, and press export. | ||
| + | * Open Blender Select File > Import > MakeHuman (.mhx2), and navigate to the mhx2 file exported from MakeHuman. | ||
| + | * By default, the exported character is imported into Blender as it appears in MakeHuman. However, if Override Export Data is selected, the character will be rebuilt according to the options that appear. | ||
| + | |||
| + | ==Import MakeHuman character from Blender to FaceRig (UNTESTED!)== | ||
| + | Follow the documentation by [FaceRig](https:// | ||
| + | |||
| + | Here's an indicator of what is probably important and what part of the documentation can probably be ignored: | ||
| + | |||
| + | Geometry : Important | ||
| + | |||
| + | Geometry Naming : Important | ||
| + | |||
| + | Default pose : Should be ok with MakeHuman characters | ||
| + | |||
| + | Geometry rules : Should be ok with MakeHuman characters | ||
| + | |||
| + | UV Mapping : Should be ok with MakeHuman characters | ||
| + | |||
| + | Deformaton : Important | ||
| + | |||
| + | Fur : Can be ignored | ||
| + | |||
| + | Shader (materials) naming : Important | ||
| + | |||
| + | Shader Types : For visual fine tuning | ||
| + | |||
| + | Texture maps : Should be ok with MakeHuman characters | ||
| + | |||
| + | Texture Types Sufxes : Important | ||
| + | |||
| + | Additonal skins for avatars and props : Can be ignored | ||
| + | |||
| + | Skeleton : Important | ||
| + | |||
| + | Pseudo-physics driven bones : Can be ignored | ||
| + | |||
| + | Animatons and expression poses : Important (this step is probably the most time consuming. We might be able to reuse the animations once they' | ||
| + | |||
| + | Avatar confguraton fle : might be important, but try ignoring this at first | ||
| + | |||
| + | Full Body Animaton Specifcatons (Studio only) : Important if working with PerceptionNeuron for body capture | ||
| + | |||
| + | Skeleton hierarchy : Important | ||
| + | |||
| + | |||
| + | ==Synchronizing Makehuman and Blender== | ||
| + | This might be useful to make a makehuman character have similar proportions as a 3D scan.. | ||
| + | [[https:// | ||
| + | |||
| + | ==Makewalk and other Blender Tools== | ||
| + | Makewalk is used for retargeting of Bvh in Blender. | ||
| + | [[http:// | ||
| + | [[http:// | ||
| + | |||
| + | |||
| + | ==not sure if this is needed any more== | ||
| * Download blender plugins http:// | * Download blender plugins http:// | ||
| * Add the directories makewalk, maketarget, mkeclothes and import_runtime_mhx2 directory to the blender addons folder. On osX probably: ~/ | * Add the directories makewalk, maketarget, mkeclothes and import_runtime_mhx2 directory to the blender addons folder. On osX probably: ~/ | ||
| Line 17: | Line 90: | ||
| * Save User Settings | * Save User Settings | ||
| + | Now export an mhv2 from makehuman, import it into blender using the " | ||
| - | + | mhx2 rig explained: | |
| + | https:// | ||
blender_makehuman.1523463582.txt.gz · Last modified: by sbroggi
