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- <h1 class="page">Creating a Character using MakeHuman</h1>
- <div class="paragraph">
- <p>Here’s the procedure:</p>
- </div>
- <div class="olist arabic">
- <ol class="arabic">
- <li>
- <p>If you haven’t already, install the jMonkeyEngine3 SDK, launch the IDE, and create a JME3 project.</p>
- </li>
- <li>
- <p>Install the MakeHuman application, the Blender application, and the MakeHuman Blender tools.</p>
- <div class="ulist">
- <ul>
- <li>
- <p>Download the latest stable version of the MakeHuman application from <a href="http://www.makehuman.org/">http://www.makehuman.org/</a></p>
- </li>
- <li>
- <p>Download the latest stable MakeHuman Blender tools from <a href="http://www.makehuman.org/">http://www.makehuman.org/</a></p>
- </li>
- <li>
- <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>
- </li>
- <li>
- <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>
- </li>
- <li>
- <p>Install the Blender application.</p>
- </li>
- <li>
- <p>Install the MakeHuman tool scripts to Blender’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>
- </li>
- <li>
- <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>
- </li>
- <li>
- <p>Click the <code>Save User Preferences</code> button.</p>
- </li>
- </ul>
- </div>
- </li>
- <li>
- <p>Generate an .mhx file containing a human figure.</p>
- <div class="ulist">
- <ul>
- <li>
- <p>Launch the MakeHuman application.</p>
- </li>
- <li>
- <p>Configure a human figure using the <code>Modelling</code>, <code>Geometries</code>, and <code>Materials</code> tabs.</p>
- </li>
- <li>
- <p>On the <code>Pose/Animate</code> tab, select a rig for animation if desired.</p>
- </li>
- <li>
- <p>Under the <code>Files</code> tab, select the <code>Save</code> sub-tab.</p>
- </li>
- <li>
- <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’t written until you click the second <code>Save</code> button.</p>
- </li>
- <li>
- <p>Under the <code>Files</code> tab, select the <code>Export</code> sub-tab.</p>
- </li>
- <li>
- <p>Select <code>Blender exchange (mhx)</code> as the export format.</p>
- </li>
- <li>
- <p>Export to a file. Again, there’s a <code>Save</code> button in the Save As window which merely sets a pathname. The .mhx file isn’t written until you click the <code>Export</code> button in the main window.</p>
- </li>
- <li>
- <p>You may now close the MakeHuman application.</p>
- </li>
- </ul>
- </div>
- </li>
- <li>
- <p>Convert the .mhx file to a .blend file:</p>
- <div class="ulist">
- <ul>
- <li>
- <p>Launch the Blender application and delete the initial cube.</p>
- </li>
- <li>
- <p>From the <code>Info</code> editor’s toolbar, select <code><span class="menuseq"><b class="menu">File</b> <i class="fa fa-angle-right caret"></i> <b class="submenu">Import</b> <i class="fa fa-angle-right caret"></i> <b class="menuitem">MakeHuman(.mhx)</b></span></code>.</p>
- </li>
- <li>
- <p>In the <code>File Browser</code>, select your .mhx file and click the <code>Import MHX</code> button.</p>
- </li>
- <li>
- <p>After the import completes, you can view and edit the model using a <code>3D View</code> editor.</p>
- </li>
- <li>
- <p>From the <code>Info</code> editor’s toolbar, select <code><span class="menuseq"><b class="menu">File</b> <i class="fa fa-angle-right caret"></i> <b class="menuitem">Save As</b></span></code>.</p>
- </li>
- <li>
- <p>Select a pathname in the assets/Models folder of your JME3 project.</p>
- </li>
- <li>
- <p>Clicking the <code>Save As Blender File</code> button in the <code>File Browser</code> writes the file.</p>
- </li>
- <li>
- <p>You may now close the Blender application.</p>
- </li>
- </ul>
- </div>
- </li>
- <li>
- <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>
- <div class="ulist">
- <ul>
- <li>
- <p>Launch the jMonkeyEngine3 IDE.</p>
- </li>
- <li>
- <p>Open your JME3 project.</p>
- </li>
- <li>
- <p>Under the <code>Project Assets</code> node of your project, open the <code>Models</code> folder.</p>
- </li>
- <li>
- <p>Right-click on your exported file type and select <code>Convert to j3o binary</code>.</p>
- </li>
- </ul>
- </div>
- </li>
- </ol>
- </div>
- </article>
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