Creating a character for games in Godot using MakeHumanAn expanded and expanded edition of the
MH into Godot tutorial (
part 2)
In 3 volumes.
This is not really a tutorial, but more of a developer's diary type of thing.
It is intended for game developers and is supposed to be published on the Godot site. I will be grateful for comments, suggestions and other constructive criticism.Volume 1. MakeHuman- Creating a character in MakeHuman. Plugins, Assets.
- Selection of clothing. Additional settings.
- Importing into Blender.
Volume 2. Blender- Exporting to Blender.
- Assigning Animations.
- Importing into Godot.
Volume 3. ConclusionChallenges and perspectives.
Volume 1
Creating a character in MakeHumanCreating a character for the game with a change of clothes and several animations.
Introduction. MakeHuman OverviewFAQ:What is MakeHuman?MakeHuman is a completely free, innovative and professional software for the modelling of 3-Dimensional humanoid characters.
Documentation:What is MakeHuman?MakeHuman is an open source (AGPL3) tool designed to simplify the creation of virtual humans using a Graphical User Interface, also commonly referred to as a GUI.
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Humans are created through the manipulation of controls that allow for the blending of different human attributes to create unique 3D human characters. The controls are intended to provide the user with a simple way to create characters that give expression to the widest possible range of human forms.
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The MakeHuman project strives to provide a complete tool that allows for the management of all things needed to create realistic virtual humans.
Distinguished by a large number of settings and easily expandable features. There is a plugin for mass character creation "Mass produce". Has a lot of ready-made clothing and accessories. You can create new ones yourself. Easy to integrate with Blender.
Has options not found in other similar programs:
- Allows you to change the age of a character. It is enough to create a model and you can change the age with one parameter. Very convenient if you are making a game about growing up.
- Allows you to assign different rigs to characters. Large selection of ready-made skeletons or you can make your own.
Sliders do not have the ability to enter a numerical value, which is sometimes not very convenient.
The program is mainly aimed at artists who create static images or videos. It is still little adapted for use in games, but has a lot of opportunities in this regard.
I will try to show how you can make a character with a change of clothes and assign him animation.
Programs used:MakeHuman 1.2.0Blender 2.93.9Godot 3.4.4 (3.5 compatible)
Addons:For BlenderRetarget BVHMHX2For GodotBlender Importer Addon for GodotThe additional viewport in the screenshots is
Camera Monitor.
Step 0Program InstallationDownload the program, install it.
User data is located in the folder:
Windows C:\Users\[Name]\Documents\makehuman\v1py3\data\
Linux~/Documents/makehuman/v1py3/data
This is where you install additional assets: clothes, hair, poses ect.
You can install them directly from the program, tab "Community". Or manually from the site —
User contributed assets.
They are very well represented in the
gallery, but it's a bit difficult to get there.
The following assets were used in the tutorial:
AuthorAssetpunkducksport briefs 01sport bra 01sun visor (sports visor)Short jeans (female)Sleeveless Shirttennis shoesMartial-Arts Shoes (Kill Bill)ElvaerwynLadies Sunglass1 by ElvRehmanPolanskiScalp Vikingcallharvey3dFangssonntag78OrkifyheadOrkifyheadtarget custom skinHatshjAlien Eyesblindsaypatten Fully close mouthJoel PalmiusElf earsAnimation used from the cgspeedMotionBuilder-friendly version 2010 RE-RELEASEBVH directories 01-09 (32 MB)02_01.bvh walk
02_03.bvh runStep 1ModelingRun the program and customize the character. By default, it offers a middle-gendered and middle-aged character.
Since there are no numeric values to enter, you have to move the sliders, like this:

General body settings, head, torso, arms, legs...
Apply the modifiersCustom
Orkifyhead
Elf ears
Fully close mouth
GeometryThe following sequence is not important, we need to equip our character with everything necessary for life
and combat: hair, teeth, tongue, eyebrows, eyelashes… if it is supposed that the character will not open his mouth, you can skip the teeth and tongue setup.
Hair
Scalp VikingFangs
Fangs (from the Clothes[Accessory] tab)
Making the body parts modifiable is possible, but difficult. At the end I'll tell you how.
MaterialsAssigning textures.
Body
Orkifyheadtarget custom skinEyes
Alien Eyes
Step 2Dress up your character.GeometryChoose clothingIf a change of clothes is expected, then we put all the necessary clothes on the character. In this case there are 2 sets: casual and sports.
Casual
Short jeans
Sleeveless Shirt
Martial-Arts Shoes
Ladies Sunglass
Sporty
port briefs 01
sport bra 01
sun visor (sports visor)
tennis shoes
The option "Hide face under clothing"If you don't intend to change clothes, it's better to leave this option. If this option is disabled, then it will be visible when the body goes beyond the clothes. When exporting, this function will be enabled in any case.
Step 3Pose/AnimateAssign a rig
The rig should match the animation. For this example I use the CMU Motion Capture animation and assign the corresponding rig CMU mb.

The character is ready for export.
Step 4
Export to BlenderYou can put the character from MH into Blender in several ways.
- The most reliable one is exporting to .mhx2 (MHX2 - MakeHuman eXchange format 2). This is the only way to correctly transfer the textures to the game engine.
- If you use export to Blender via Socket (tab in MH "Community"), you will have to assign textures in the engine manually.
It is desirable not to forget to switch "Scale units" to a meter.
To be continued…Some suggestions that arose during the creation of the tutorial- Place links to galleries on the Assets page. It is more convenient to go directly to the gallery.
- Change the default unit of measure to meters. This will make exporting to Blender easier.
FundsI'd like to try to raise finances to work on gamedev. I suppose, in addition to the engine site, also to put up on Patreon. Of course in completely free, but with an offer of donations. Considered an option with
itch.io, but I could not find there section for tutorials. Are there any thoughts and suggestions on this topic, where else you can publish a tutorial?
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