How to use MakeHuman and Blender to create characters that can be animated with Mocap data from Motive, FaceRig, PerceptionNeuron etc..
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
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 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
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/