Creating a Character using MakeHuman
Here’s the procedure:
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If you haven’t already, install the jMonkeyEngine3 SDK, launch the IDE, and create a JME3 project.
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Install the MakeHuman application, the Blender application, and the MakeHuman Blender tools.
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Download the latest stable version of the MakeHuman application from http://www.makehuman.org/
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Download the latest stable MakeHuman Blender tools from http://www.makehuman.org/
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Download the corresponding (not necessarily the latest) version of the Blender application from http://www.blender.org/
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Install the MakeHuman application as directed by http://www.makehuman.org/doc/node/install_makehuman.html
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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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Launch the Blender application, open a
User Preferences
editor, activate theAddons
tab, and check the box labelledImport-Export:Import:MakeHuman(.mhx)
. -
Click the
Save User Preferences
button.
-
-
Generate an .mhx file containing a human figure.
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Launch the MakeHuman application.
-
Configure a human figure using the
Modelling
,Geometries
, andMaterials
tabs. -
On the
Pose/Animate
tab, select a rig for animation if desired. -
Under the
Files
tab, select theSave
sub-tab. -
Save to a file (in case you need to make changes later). Note that there are two
Save
buttons: one in theSave As
window which merely sets a pathname and another in the main window. The .mhm file isn’t written until you click the secondSave
button. -
Under the
Files
tab, select theExport
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 theExport
button in the main window. -
You may now close the MakeHuman application.
-
-
Convert the .mhx file to a .blend file:
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Launch the Blender application and delete the initial cube.
-
From the
Info
editor’s toolbar, select.
-
In the
File Browser
, select your .mhx file and click theImport 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.
-
Select a pathname in the assets/Models folder of your JME3 project.
-
Clicking the
Save As Blender File
button in theFile Browser
writes the file.
-
-
Export the file using a Supported External File Type:
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Launch the jMonkeyEngine3 SDK.
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Open your JME3 project.
-
Under the
Project Assets
node of your project, open theModels
folder. -
Right-click on your exported file type and select
Convert to j3o binary
.
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