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- = Creating a Character using MakeHuman
- :revnumber: 2.0
- :revdate: 2020/07/24
- Here's the procedure:
- . If you haven't already, install the jMonkeyEngine3 SDK, launch the IDE, and create a JME3 project.
- . Install the MakeHuman application, the Blender application, and the MakeHuman Blender tools.
- ** Download the latest stable version of the MakeHuman application from link:http://www.makehuman.org/[http://www.makehuman.org/]
- ** Download the latest stable MakeHuman Blender tools from link:http://www.makehuman.org/[http://www.makehuman.org/]
- ** Download the corresponding (not necessarily the latest) version of the Blender application from link:http://www.blender.org/[http://www.blender.org/]
- ** 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]
- ** Install the Blender application.
- ** 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`
- ** Launch the Blender application, open a `User Preferences` editor, activate the `Addons` tab, and check the box labelled `Import-Export:Import:MakeHuman(.mhx)`.
- ** Click the `Save User Preferences` button.
- . Generate an .mhx file containing a human figure.
- ** Launch the MakeHuman application.
- ** Configure a human figure using the `Modelling`, `Geometries`, and `Materials` tabs.
- ** On the `Pose/Animate` tab, select a rig for animation if desired.
- ** Under the `Files` tab, select the `Save` sub-tab.
- ** Save to a file (in case you need to make changes later). Note that there are two `Save` buttons: one in the `Save As` window which merely sets a pathname and another in the main window. The .mhm file isn't written until you click the second `Save` button.
- ** Under the `Files` tab, select the `Export` sub-tab.
- ** Select `Blender exchange (mhx)` as the export format.
- ** Export to a file. Again, there's a `Save` button in the Save As window which merely sets a pathname. The .mhx file isn't written until you click the `Export` button in the main window.
- ** You may now close the MakeHuman application.
- . Convert the .mhx file to a .blend file:
- ** Launch the Blender application and delete the initial cube.
- ** From the `Info` editor's toolbar, select `menu:File[Import>MakeHuman(.mhx)]`.
- ** In the `File Browser`, select your .mhx file and click the `Import MHX` button.
- ** After the import completes, you can view and edit the model using a `3D View` editor.
- ** From the `Info` editor's toolbar, select `menu:File[Save As]`.
- ** Select a pathname in the assets/Models folder of your JME3 project.
- ** Clicking the `Save As Blender File` button in the `File Browser` writes the file.
- . Export the file using a <<ROOT:getting-started/features.adoc#supported-external-file-types,Supported External File Type>>:
- ** Launch the jMonkeyEngine3 SDK.
- ** Open your JME3 project.
- ** Under the `Project Assets` node of your project, open the `Models` folder.
- ** Right-click on your exported file type and select `Convert to j3o binary`.
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