MakeHuman Blender OgreXML toolchain for creating and importing animated human characters
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: http://www.makehuman.org/
-
Blender: [http://www.blender.org/
-
OgreXML exporter for Blender: Working Blender and OgreXML Versions
Seed Project
Public domain seed project with some preset characters and animations:
-
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
.
-
Install OgreXML exporter to Blender scripts folder and enable the script from Blender
.
-
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. (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
tab.
-
Choose
-
Options
-
Feet on Ground
-
Scale Units
-
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
function. Animations are in the animation folder.
-
Tune the character model / materials and animate the character. (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
(scene and mesh) and tick the following options:
-
copy shader programs
-
Export Scen
-
Export Meshes
-
Export Meshes (overwrite)
-
Armature Animation
-
Optimize Arrays
-
Export Materials
-
Tangents
-
Reorganize Buffers
-
Optimize Animations
-