MakeHuman
is a great program, but it does not exist in isolation. After designing
your character in MakeHuman, you probably want to export it to some
other 3D package for posing, animation, or rendering. There are currently three possibilities.
Export from MakeHumanDescribes how to design a character in MakeHuman and how to export her as an OBJ, MHX or DAE file.http://www.makehuman.org/node/167 Configuration of clothes and proxy exportApart from the high-poly mesh itself, MakeHuman can export several other things: low-poly versions of the character, clothes, or a cage intended for the meshdeform modifier. This page describes how to configure your export to include only the objects you want.http://www.makehuman.org/node/167 MHX import into Blender 2.49The Blender 2.4 series is becoming obsolete and development has stopped. This page describes how to import the mhx file into Blender 2.49 and earlier.http://www.makehuman.org/node/168 MHX import into Blender 2.5xDescribes how to import an MHX file into Blender 2.5x.http://www.makehuman.org/node/241 Posing with the MHX rigDescribes the rig in the MHX files and how to use it.http://www.makehuman.org/node/245 RigifyAs an alternative to the original MHX rig, MakeHuman characters can be rigged with Nathan Vegdahl's Rigify system, which is becoming the de facto Blender standard rig.http://www.makehuman.org/node/249 Creating new rigs and the weighting toolhttps://sites.google.com/site/makehumandocs/blender-export-and-mhx/creating-new-rigs-and-the-weighting-toolCreating new rigs and the weighting toolOld mocap toolDevelopment of the old mocap tool has been discontinued, but it should still work. Future work is done on the new tool below.Describes how to use the old mocap tool to load BVH animations onto the MHX or DAE rigs. https://sites.google.com/site/makehumandocs/blender-export-and-mhx/mocap-tool The old mocap tool was originally created for the MHX rig, and it only worked with BVH files of a few recognized types. The tool has now been opened up for custom rigs, both source rigs (defined in the BVH file) and target rigs. The mocap tool itself is the same for custom rigs as for the native MHX rig, but some extra steps must be taken to make the tool work. https://sites.google.com/site/makehumandocs/blender-export-and-mhx/mocap-tool/custom-rigs. New mocap toolhttps://sites.google.com/site/makehumandocs/blender-export-and-mhx/new-mocap-tool Pose toolDescribes how to control the rig modes, like FK/IK switching.https://sites.google.com/site/makehumandocs/blender-export-and-mhx/pose-tool Lipsyncing and expressions are included in the same python file. Lipsync toolDescribes how to use the lipsync tool to make an MHX character speak. Expressions can also be manipulated with this tool.http://www.makehuman.org/node/247 ExpressionsDescribes how facial expressions are exported from MakeHuman, imported into Blender, and manipulated with the lipsync toolhttp://www.makehuman.org/node/248 ClothesDescribes how to put on clothes in MakeHuman and how to use them in Blender. http://sites.google.com/site/makehumandocs/blender-export-and-mhx/clothes Making clothesIf you are bored with the clothes that come with MakeHuman and want to design your own, this is the page for you.http://www.makehuman.org/node/228 TutorialThis tutorial is outdated, both on the MakeHuman and Blender sides.There is a tutorial which describes how to use MakeHuman and Blender to make a short movie. Apart from a description of the MakeHuman tools, which is largely identical to the content in these pages, this book contains some general discussions relevant for film-making in Blender, e.g. asset linking, rendering issues, and video editing. The book can be downloaded from http://download.tuxfamily.org/makehuman/books-and-articles/Making_a_short_movie_with_MakeHuman_and_Blender25_in_two_weeks_2010_11_24.pdf The resulting movie, with all its faults, can be watched at http://www.youtube.com/watch?v=VfWSSCUOjIA |
