by jwc » Mon Apr 26, 2021 4:41 am
If you just need to change something like the head angle, a simple process would be:
Import a character with a skeleton (the default one is good) and an existing pose into Blender, in a Blender Layout window
Select the character Armature.
In the upper left Blender window is a dropdown, usually with Object Mode shown. When an armature is selected, this dropdown adds Edit Mode and Pose Mode.
---- Edit mode is for changing bone sizes and locations, not what you want.
---- Pose Mode is for rotating the bones in a pose, this is what you want.
Change to Pose Mode.
Select the head bone and then R (for rotate) X (for rotating around the X axis) and rotate the head looking upwards.
For even more head movement or a different look, you can repeat this with the neck bone. Y head rotations will make them look like they are peering around an obstruction.
The human and clothing meshes are parented to the bones, and within reason will flex to follow the bones.
Again note, this mode is dealing with rotations. The only translation is on the main root bone.
After the character is posed, change the Simulation End location to be the same as the start location, and export the pose as a BVH file.
A MakeHuman pose is a single frame BVH.
Hopefully this is enough to get you started.