12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394 |
- = MakeHuman Blender OgreXML toolchain for creating and importing animated human characters
- :author:
- :revnumber:
- :revdate: 2016/03/17 20:48
- :relfileprefix: ../../
- :imagesdir: ../..
- :experimental:
- ifdef::env-github,env-browser[:outfilesuffix: .adoc]
- This guide describes how to use MakeHuman Blender OgreXML toolchain.
- == Tools
- The latest versions at time of writing are:
- * MakeHuman: 1.0.2
- * Blender: 2.72
- * OgreXML exporter for Blender: 0.6.0
- The tools can be downloaded from the following URLs:
- * MakeHuman: link:http://www.makehuman.org/[http://www.makehuman.org/]
- * Blender: [link:http://www.blender.org/[http://www.blender.org/]
- * OgreXML exporter for Blender: <<jme3/external/blender/blender_ogre_compatibility#,Working Blender and OgreXML Versions>>
- == Seed Project
- Public domain seed project with some preset characters and animations:
- * JME3 Open Asset Pack: link:https://github.com/bubblecloud/jme3-open-asset-pack[https://github.com/bubblecloud/jme3-open-asset-pack]
- == Preparation
- . Install MakeHuman and Blender.
- . Install MakeHuman Blender importer from MakeHuman installation to Blender scripts folder and enable the script from Blender `menu:File[User Preferences>Addons]`.
- . Install OgreXML exporter to Blender scripts folder and enable the script from Blender `menu:File[User Preferences>Addons]`.
- . Clone the seed project or create your own project.
- . Locate or create character model folder (src/main/resources/character/human/female)
- == Creating Character Model with MakeHuman
- . Create character model with MakeHuman. (link:http://www.makehuman.org/documentation[http://www.makehuman.org/documentation])
- ** NOTE: If you want to use JME3 Open Asset Pack animations without tweaking then use either male.mhm or female.mhm as preset and do not change the body proportions.
- . Choose basic skeleton from Pose/Animate tab if you are not already using either of the presets.
- . Export to blender exchange format from `menu:Files[Export]` tab.
- ** Choose `menu:Mesh Format[Blender exchange]` +
- [%interactive]
- *** [x] Options
- *** [x] Feet on Ground
- *** [x] Scale Units
- *** [x] Meter
- == Animating Character Model with Blender
- . Import the character model in blender exchange format (MHX) to Blender or open preset blender file female.blend.
- . If you use your own character you can append animations from male.blend or female.blend preset files with Blender `menu:File[Append]` function. Animations are in the animation folder.
- . Tune the character model / materials and animate the character. (link:https://www.blender.org/support/tutorials/[https://www.blender.org/support/tutorials/])
- == Exporting Character Model from Blender to Ogre XML
- . Make sure that your scene objects in Blender do not have any spaces or special characters in their names. Rename them if they do.
- . Arrange all your animations in single NLA track after each other without overlaps or touching in the timeline.
- . Unlink any animations linked directly to your character armature or mesh.
- . Export using `menu:Blender[File>Export Ogre3D]` (scene and mesh) and tick the following options: +
- [%interactive]
- ** [x] copy shader programs
- ** [x] Export Scen
- ** [x] Export Meshes
- ** [x] Export Meshes (overwrite)
- ** [x] Armature Animation
- ** [x] Optimize Arrays
- ** [x] Export Materials
- ** [x] Tangents
- ** [x] Reorganize Buffers
- ** [x] Optimize Animations
- == Importing Ogre XML to JME3
- You can load the ogre XML with asset manager or import them to SDK and hence convert them to JME3 asset format.
- You can test the animations by making your own version of AnimationPreviewer:
- link:https://github.com/bubblecloud/jme3-open-asset-pack/blob/master/src/main/java/com/jme3/asset/AnimationPreview.java[https://github.com/bubblecloud/jme3-open-asset-pack/blob/master/src/main/java/com/jme3/asset/AnimationPreview.java]
|