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  248. <li><a href="makehuman.html">Creating a Character using MakeHuman</a></li>
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  255. <h1 class="page">Creating a Character using MakeHuman</h1>
  256. <div class="paragraph">
  257. <p>Here&#8217;s the procedure:</p>
  258. </div>
  259. <div class="olist arabic">
  260. <ol class="arabic">
  261. <li>
  262. <p>If you haven&#8217;t already, install the jMonkeyEngine3 SDK, launch the IDE, and create a JME3 project.</p>
  263. </li>
  264. <li>
  265. <p>Install the MakeHuman application, the Blender application, and the MakeHuman Blender tools.</p>
  266. <div class="ulist">
  267. <ul>
  268. <li>
  269. <p>Download the latest stable version of the MakeHuman application from <a href="http://www.makehuman.org/">http://www.makehuman.org/</a></p>
  270. </li>
  271. <li>
  272. <p>Download the latest stable MakeHuman Blender tools from <a href="http://www.makehuman.org/">http://www.makehuman.org/</a></p>
  273. </li>
  274. <li>
  275. <p>Download the corresponding (not necessarily the latest) version of the Blender application from <a href="http://www.blender.org/">http://www.blender.org/</a></p>
  276. </li>
  277. <li>
  278. <p>Install the MakeHuman application as directed by <a href="http://www.makehuman.org/doc/node/install_makehuman.html">http://www.makehuman.org/doc/node/install_makehuman.html</a></p>
  279. </li>
  280. <li>
  281. <p>Install the Blender application.</p>
  282. </li>
  283. <li>
  284. <p>Install the MakeHuman tool scripts to Blender&#8217;s scripts directory. On Windows 7 machines, this involves unzipping the archive to <code>C:\Users\username\AppData\Roaming\Blender Foundation\Blender\version\scripts\addons</code></p>
  285. </li>
  286. <li>
  287. <p>Launch the Blender application, open a <code>User Preferences</code> editor, activate the <code>Addons</code> tab, and check the box labelled <code>Import-Export:Import:MakeHuman(.mhx)</code>.</p>
  288. </li>
  289. <li>
  290. <p>Click the <code>Save User Preferences</code> button.</p>
  291. </li>
  292. </ul>
  293. </div>
  294. </li>
  295. <li>
  296. <p>Generate an .mhx file containing a human figure.</p>
  297. <div class="ulist">
  298. <ul>
  299. <li>
  300. <p>Launch the MakeHuman application.</p>
  301. </li>
  302. <li>
  303. <p>Configure a human figure using the <code>Modelling</code>, <code>Geometries</code>, and <code>Materials</code> tabs.</p>
  304. </li>
  305. <li>
  306. <p>On the <code>Pose/Animate</code> tab, select a rig for animation if desired.</p>
  307. </li>
  308. <li>
  309. <p>Under the <code>Files</code> tab, select the <code>Save</code> sub-tab.</p>
  310. </li>
  311. <li>
  312. <p>Save to a file (in case you need to make changes later). Note that there are two <code>Save</code> buttons: one in the <code>Save As</code> window which merely sets a pathname and another in the main window. The .mhm file isn&#8217;t written until you click the second <code>Save</code> button.</p>
  313. </li>
  314. <li>
  315. <p>Under the <code>Files</code> tab, select the <code>Export</code> sub-tab.</p>
  316. </li>
  317. <li>
  318. <p>Select <code>Blender exchange (mhx)</code> as the export format.</p>
  319. </li>
  320. <li>
  321. <p>Export to a file. Again, there&#8217;s a <code>Save</code> button in the Save As window which merely sets a pathname. The .mhx file isn&#8217;t written until you click the <code>Export</code> button in the main window.</p>
  322. </li>
  323. <li>
  324. <p>You may now close the MakeHuman application.</p>
  325. </li>
  326. </ul>
  327. </div>
  328. </li>
  329. <li>
  330. <p>Convert the .mhx file to a .blend file:</p>
  331. <div class="ulist">
  332. <ul>
  333. <li>
  334. <p>Launch the Blender application and delete the initial cube.</p>
  335. </li>
  336. <li>
  337. <p>From the <code>Info</code> editor&#8217;s toolbar, select <code><span class="menuseq"><b class="menu">File</b>&#160;<i class="fa fa-angle-right caret"></i> <b class="submenu">Import</b>&#160;<i class="fa fa-angle-right caret"></i> <b class="menuitem">MakeHuman(.mhx)</b></span></code>.</p>
  338. </li>
  339. <li>
  340. <p>In the <code>File Browser</code>, select your .mhx file and click the <code>Import MHX</code> button.</p>
  341. </li>
  342. <li>
  343. <p>After the import completes, you can view and edit the model using a <code>3D View</code> editor.</p>
  344. </li>
  345. <li>
  346. <p>From the <code>Info</code> editor&#8217;s toolbar, select <code><span class="menuseq"><b class="menu">File</b>&#160;<i class="fa fa-angle-right caret"></i> <b class="menuitem">Save As</b></span></code>.</p>
  347. </li>
  348. <li>
  349. <p>Select a pathname in the assets/Models folder of your JME3 project.</p>
  350. </li>
  351. <li>
  352. <p>Clicking the <code>Save As Blender File</code> button in the <code>File Browser</code> writes the file.</p>
  353. </li>
  354. <li>
  355. <p>You may now close the Blender application.</p>
  356. </li>
  357. </ul>
  358. </div>
  359. </li>
  360. <li>
  361. <p>Convert the .blend file to a .j3o file no longer works, instead, export the file using a <a href="../features.html#supported-external-file-types" class="page">Supported External File Type</a>:</p>
  362. <div class="ulist">
  363. <ul>
  364. <li>
  365. <p>Launch the jMonkeyEngine3 IDE.</p>
  366. </li>
  367. <li>
  368. <p>Open your JME3 project.</p>
  369. </li>
  370. <li>
  371. <p>Under the <code>Project Assets</code> node of your project, open the <code>Models</code> folder.</p>
  372. </li>
  373. <li>
  374. <p>Right-click on your exported file type and select <code>Convert to j3o binary</code>.</p>
  375. </li>
  376. </ul>
  377. </div>
  378. </li>
  379. </ol>
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