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@@ -1,9 +1,10 @@
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= Creating a Character using MakeHuman
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= Creating a Character using MakeHuman
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-:author:
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-:revnumber:
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+:author:
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+:revnumber:
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:revdate: 2016/03/17 20:48
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:revdate: 2016/03/17 20:48
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:relfileprefix: ../../
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:relfileprefix: ../../
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:imagesdir: ../..
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:imagesdir: ../..
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+:experimental:
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ifdef::env-github,env-browser[:outfilesuffix: .adoc]
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ifdef::env-github,env-browser[:outfilesuffix: .adoc]
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@@ -16,7 +17,7 @@ Here's the procedure:
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** Download the corresponding (not necessarily the latest) version of the Blender application from link:http://www.blender.org/[http://www.blender.org/]
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** Download the corresponding (not necessarily the latest) version of the Blender application from link:http://www.blender.org/[http://www.blender.org/]
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** Install the MakeHuman application as directed by link:http://www.makehuman.org/doc/node/install_makehuman.html[http://www.makehuman.org/doc/node/install_makehuman.html]
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** Install the MakeHuman application as directed by link:http://www.makehuman.org/doc/node/install_makehuman.html[http://www.makehuman.org/doc/node/install_makehuman.html]
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** Install the Blender application.
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** Install the Blender application.
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-** Install the MakeHuman tool scripts to Blender's scripts directory. On Windows 7 machines, this involves unzipping the archive to `C:\Users\<username>\AppData\Roaming\Blender Foundation\Blender\<version>\scripts\addons`
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+** Install the MakeHuman tool scripts to Blender's scripts directory. On Windows 7 machines, this involves unzipping the archive to `C:\Users\username\AppData\Roaming\Blender Foundation\Blender\version\scripts\addons`
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** Launch the Blender application, open a `User Preferences` editor, activate the `Addons` tab, and check the box labelled `Import-Export:Import:MakeHuman(.mhx)`.
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** Launch the Blender application, open a `User Preferences` editor, activate the `Addons` tab, and check the box labelled `Import-Export:Import:MakeHuman(.mhx)`.
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** Click the `Save User Preferences` button.
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** Click the `Save User Preferences` button.
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@@ -33,17 +34,16 @@ Here's the procedure:
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. Convert the .mhx file to a .blend file:
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. Convert the .mhx file to a .blend file:
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** Launch the Blender application and delete the initial cube.
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** Launch the Blender application and delete the initial cube.
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-** From the `Info` editor's toolbar, select `File` > `Import` > `MakeHuman(.mhx)…`
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+** From the `Info` editor's toolbar, select `menu:File[Import>MakeHuman(.mhx)]`.
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** In the `File Browser`, select your .mhx file and click the `Import MHX` button.
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** In the `File Browser`, select your .mhx file and click the `Import MHX` button.
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** After the import completes, you can view and edit the model using a `3D View` editor.
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** After the import completes, you can view and edit the model using a `3D View` editor.
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-** From the `Info` editor's toolbar, select `File` > `Save As…`
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+** From the `Info` editor's toolbar, select `menu:File[Save As]`.
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** Select a pathname in the assets/Models folder of your JME3 project.
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** Select a pathname in the assets/Models folder of your JME3 project.
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** Clicking the `Save As Blender File` button in the `File Browser` writes the file.
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** Clicking the `Save As Blender File` button in the `File Browser` writes the file.
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** You may now close the Blender application.
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** You may now close the Blender application.
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-. Convert the .blend file to a .j3o file:
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+. Convert the .blend file to a .j3o file no longer works, instead, export the file using a <<jme3/features#supported-external-file-types,Supported External File Type>>:
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** Launch the jMonkeyEngine3 IDE.
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** Launch the jMonkeyEngine3 IDE.
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** Open your JME3 project.
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** Open your JME3 project.
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** Under the `Project Assets` node of your project, open the `Models` folder.
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** Under the `Project Assets` node of your project, open the `Models` folder.
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-** Right-click on your .blend file and select `Convert to j3o binary`
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-
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+** Right-click on your exported file type and select `Convert to j3o binary`.
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