Well I got the expression to shape key transfer working, and these are the steps needed:
- In case you have downloaded custom expressions you need to rename the folders with .mhpose in their names! (see posts above for details).
- Open Makehuman and Blender, ensure that they can communicate/link.
- Load any(?) character and set the skeleton to default
- Uncheck the 'No Location translation' ceckbox - I wonder what that does?
- Now import the character to Blender, go to object mode and apply the two modifiers ('Toggle helper visibility' and 'Hide faces') to the body mesh.
- Sometimes you need to "click around" on the Outliner, to select the correct object....
- The 'Transfer' button should now be active and the 'Shape keys' are default - so hit the button - and wait... until the button turns gray.
It looks like all expressions will transfer correctly to the mesh, and they will even transfer to the body parts (if you imported them!) I am not sure if you can "merge" the various meshes/shape keys together, like you can do it in MHX2 import... but perhaps someone here can explain how this can be used.
In case you need the same shape keys for an other character, with another skeleton, you can find the instructions here:
https://www.youtube.com/watch?v=-zBlaedkkVs -for that to work the meshes must be similar, and close together.
Doing it with MHX2 import!I just tested this out and it seems like the part about the default skeleton is the operative part to make this work. I managed to export my base character, as-is but with the default skeleton, the
- Set your characters skeleton to the default!
- Export in MHX2 format
- In Blender, Import the skeleton using the 'MHX2 runtime' import addon - set it up to merge the body and proxy!
- In the Makehuman addon you can now 'transfer' the expressions - and it looks like all parts of the mesh is correct...
Export for import with MHX2I do not yet know if my new
MakeShapes addon will work with these shapes... but perhaps it will and perhaps I can even make it merge the shapes between different meshes?
If that is the case the expressions can be added to the faceshapes that are added when you import MHX2. That is, they can be added for any skeleton and reused for all your characters...