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blender_makehuman [2018/07/23 09:10] 10.128.142.248blender_makehuman [2018/08/16 16:41] (current) sbroggi
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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.
 +
 +==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== ==Synchronizing Makehuman and Blender==
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 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,... 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.1532329850.txt.gz · Last modified: 2018/07/23 09:10 by 10.128.142.248