blender_makehuman
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| blender_makehuman [2018/07/19 13:59] – 10.128.96.101 | 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== | ||
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| * Open Blender Select File > Import > MakeHuman (.mhx2), and navigate to the mhx2 file exported from MakeHuman. | * 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. | * 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. | ||
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| + | ==Import MakeHuman character from Blender to FaceRig (UNTESTED!)== | ||
| + | Follow the documentation by [FaceRig](https:// | ||
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| + | 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 | ||
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| + | UV Mapping : Should be ok with MakeHuman characters | ||
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| + | Deformaton : Important | ||
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| + | Fur : Can be ignored | ||
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| + | Shader (materials) naming : Important | ||
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| + | Shader Types : For visual fine tuning | ||
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| + | Texture maps : Should be ok with MakeHuman characters | ||
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| + | Texture Types Sufxes : Important | ||
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| + | Additonal skins for avatars and props : Can be ignored | ||
| + | |||
| + | Skeleton : Important | ||
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| + | 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' | ||
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| + | Avatar confguraton fle : might be important, but try ignoring this at first | ||
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| + | Full Body Animaton Specifcatons (Studio only) : Important if working with PerceptionNeuron for body capture | ||
| + | |||
| + | Skeleton hierarchy : Important | ||
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| ==Synchronizing Makehuman and Blender== | ==Synchronizing Makehuman and Blender== | ||
| + | This might be useful to make a makehuman character have similar proportions as a 3D scan.. | ||
| [[https:// | [[https:// | ||
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| Now export an mhv2 from makehuman, import it into blender using the " | Now export an mhv2 from makehuman, import it into blender using the " | ||
| + | mhx2 rig explained: | ||
| + | https:// | ||
blender_makehuman.1532001543.txt.gz · Last modified: by 10.128.96.101
