A new version of the Blender export script is now available.
http://rapidshare.com/files/288510215/mhx-v01.zip
It will be moved to the main distribution eventually, but I have to become more familiar
with svn first.
The new script has a number of new features:
1. There is a (minimal) user interface. Files are now selected by a file selector
instead of being hardcoded.
2. The script can be registered with Blender. Just copy mhx_import.py to your Blender
scripts follow, and it should appear in the File > Import meny as "MakeHuman (.mhx)".
3. There is an option for rotating the mesh and rig 90 degrees, to get the head up.
4. The rig has been completely remade. It has the following new features.
a. Arm FK and IK.
b. Leg FK and IK, with an inverse foot setup.
c. Finger FK and IK, a la Bassam Kurdali.
d. Gaze bone for eye tracking.
e. Bone layers.
f. Display objects for bones
5. The mesh has a number of shape keys for morphing. Since the morphs were made on the base
mesh, they will work more or less well depending on how much the character deviates from the
base mesh.
The shape keys can be turned off, to reduce load time and file size. This should be done if
you plan on modifying the mesh, e.g. to add clothes, since that will ruin the shape keys anyway.
The weighting and morphs can be modified in the file base03.blend and exported to a new mhxbase.mhx.
Issues:
IK does not work terribly well, especially for the fingers.
One can choose between FK/IK at load time. The choice should be driven by bones instead,
but I have not figured out how to implement driven constraint influence from a Python
script. If somebody has done that, I would be interested to see a code example.
Also shape keys should be driven by bones.
Display objects should be in wireframe, but I haven't figured out how to press the W button
from python. Also, only the outline should be shown.
The Blender import script did not register on my Linux machine, but it works nicely under
Windows (XP).