Excuse me if this thread is not in the right subforum, it's been a while I've visited one. This is about MPFB2.
I'm trying to export a makehuman base model for use in a game engine using GLTF. I want to use it as the basis for a simple character creator (as opposed to makehuman plethora of amazing features).
My current approach is thus: By slightly incrementing each slider in the Model tab I can gather all the shape keys which can be easily exported to gltf. This seems to work quite beautifully though I have not tested it thoroughly (is there any morph data missing this way?). If this works I'll automate that process. Problem I'm facing now is that assets like eyes, tongue, teeth, and whatever MakeClothes is doing, are not refitted using these shape keys, rather it seems the plugin makes a new mix of the base and then iterates and compares vertices. I could try re-implementing this algorithm for my project but I am not nearly clever enough to understand it in a realistic time, nor do I think this is feasible for real-time editing.
One idea I have is to write a python script that copies the base shape keys, refitting them using the plugin's algorithm, effectively "baking" the morphs for each asset.
I'd love to hear some opinions and ideas on this. Does the plugin have some magic tricks up its sleeve for this per chance?
P.S. I should probably mention I'm using the Panda3D engine for this, which is also scripted with python. Perhaps there's a more direct bridge to build there I'm overlooking that skips the blender step altogether?