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blender_makehuman [2018/04/11 18:19] – created sbroggiblender_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 in Blender with characters created in MakeHuman.+How to use MakeHuman and Blender to create characters that can be animated with Mocap data from Motive, FaceRig, PerceptionNeuron etc..
  
-==Install MakeHuman and create a character== +==Install MakeHuman== 
-http://www.makehuman.org/+  * Download the makehuman release from http://www.makehumancommunity.org/content/downloads.html 
 +  * Unzip and move the folder to your applications directory
  
-==Install the MHX2 addon in Makehuman and Blender== +==Install Blender== 
-  * Download the makehoman plugins http://download.tuxfamily.org/makehuman/releases/1.1.1/makehuman_plugins_for_1.1.1.zip +  * Download and install from http://www.blender.org 
-  * Add the 9_export_mhx2 directory to the MakeHuman plugins directory. On osX probably: /Applications/MakeHuman.app/Contents/Resources/plugins/+ 
 +==Install the MHX2 addon in Makehuman== 
 +  * Download MHX2 Plugin for Makehuman from http://www.makehumancommunity.org/content/plugins.html 
 +  * Move the 9_export_mhx2 directory to the MakeHuman plugins directory. On osX probably: /Applications/MakeHuman.app/Contents/Resources/plugins/ On Windows C:\Program Files\Makehuman\makehuman-1.1.1-win32\plugins (or wherever you've installed Makehuman) 
 + 
 +==Install the MHX2 plugin in Blender== 
 +  * Download the MHX2 Plugin for Blender from http://www.makehumancommunity.org/content/plugins.html 
 +  * 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: MakeHuman eXchange 2 (.mhx2) 
 +  * 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/Animation tab and set Rig Presets to Default No Toes. 
 +  * 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://drive.google.com/file/d/0B9A2HzJCWwFWYnN6SFRPbW1mRWM/view) 
 + 
 +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're done for the first time) 
 + 
 +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://www.blendernation.com/2016/07/10/add-sync-makehuman-mesh-pose/]] 
 + 
 +==Makewalk and other Blender Tools== 
 +Makewalk is used for retargeting of Bvh in Blender. 
 +[[http://www.makehumancommunity.org/wiki/Documentation:Getting_and_installing_BlenderTools]] 
 +[[http://www.makehumancommunity.org/wiki/Documentation:MakeWalk]] 
 + 
 + 
 +==not sure if this is needed any more==
   * Download blender plugins http://download.tuxfamily.org/makehuman/releases/1.1.1/blender_plugins_for_1.1.1.zip   * Download blender plugins http://download.tuxfamily.org/makehuman/releases/1.1.1/blender_plugins_for_1.1.1.zip
   * Add the directories makewalk, maketarget, mkeclothes and import_runtime_mhx2 directory to the blender addons folder. On osX probably: ~/Library/Application Support/Blender/2.79/scripts/addons   * Add the directories makewalk, maketarget, mkeclothes and import_runtime_mhx2 directory to the blender addons folder. On osX probably: ~/Library/Application Support/Blender/2.79/scripts/addons
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   * Save User Settings   * Save User Settings
  
 +Now export an mhv2 from makehuman, import it into blender using the "Override Exported Data" and select Rig type: Game. Now open the MakeWalk Tab in the Tool Shelf and click Load and Retarget to load a .bvh file exported from motive. In MakeWalk: Edit Actions use GlobalEdit to make set the animation onto the ground,...
  
- +mhx2 rig explained: 
 +https://thomasmakehuman.wordpress.com/mhx2-documentation/the-mhx-rig/
  
  
  
blender_makehuman.1523463582.txt.gz · Last modified: 2018/04/11 18:19 by sbroggi