Creating a Character using MakeHuman

Here’s the procedure:

  1. If you haven’t already, install the jMonkeyEngine3 SDK, launch the IDE, and create a JME3 project.

  2. Install the MakeHuman application, the Blender application, and the MakeHuman Blender tools.

    • Download the latest stable version of the MakeHuman application from

    • Download the latest stable MakeHuman Blender tools from

    • Download the corresponding (not necessarily the latest) version of the Blender application from

    • Install the MakeHuman application as directed by

    • 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.

  3. 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.

  4. Convert the .mhx file to a .blend file:

    • Launch the Blender application and delete the initial cube.

    • From the Info editor’s toolbar, select 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 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.

  5. Export the file using a 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.