This guide describes how to use MakeHuman Blender OgreXML toolchain.
The latest versions at time of writing are:
OgreXML exporter for Blender: 0.6.0
The tools can be downloaded from the following URLs:
Public domain seed project with some preset characters and animations:
JME3 Open Asset Pack: [https://github.com/bubblecloud/jme3-open-asset-pack]
Install MakeHuman and Blender.
Install MakeHuman Blender importer from MakeHuman installation to Blender scripts folder and enable the script from Blender File → User Preferences → Addons.
Install OgreXML exporter to Blender scripts folder and enable the script from Blender 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. ([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 Files → Export tab.
Choose Mesh Format → Blender exchange.
Tick only Options → Feet on Ground and 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 File → Append function. Animations are in the animation folder.
Tune the character model / materials and animate the character. ([http://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 Blender → File → Export Ogre3D (scene and mesh) and tick the following options:
copy shader programs
Export Meshes (overwrite)
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: