Hi Guys, Love the work you've been doing so i decided to make a start to finish tutorial series for Blender that covers creating your characters in make human and exporting to Blender, Importing Mocap data to your character, Fixing the Mocap data on your custom model and the full working export routine from Blender to the Unreal Engine 4, Getting your animation on character in UE4. Only thing im missing right now is how to effect the import script for makehuman to Blender to fix the fact deform bones are linked to parents & the parents get exported with the character even when selecting deform only bones on export. Riggify has this issue as well but can be fixed by editing the Generate.py file in riggify directory in Blender addons at line 322:
for bone in bones:
#if obj.data.bones[bone].name.startswith(DEF_PREFIX):
if obj.data.bones[bone].name.startswith(ORG_PREFIX):
obj.data.bones[bone].use_deform = True
else:
obj.data.bones[bone].use_deform = False
Just comment out the DEF prefix and change to ORG, This then fixes the vertex groups generated by Riggify for the deform bones which means when you export you end up with only 80 ish bones rather than 150 if the above file is not modified.
Im sure Makehuman MUST be doing something similar so if the devs could please help me to modify the required files to in make human so when i export my character to real-time engines in only end up with the 85 or so bones i need and want and not 155 (even with deform bones only selected on export). If we can get this sorted Makehuman will be fantastic for real-time work and ill be more than willing if the devs help me out to help them and all you out by creating more and more high quality tutorials for free. Cheers KB
Check out the entire tutorial series so far at:
http://www.youtube.com/user/KingBadger3d