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MakeHuman Importer for Unity3D

PostPosted: Mon Jan 18, 2016 3:56 pm
by exspiravit
This includes a custom skeleton for the nightly build of MakeHuman. The skeleton has detailed hands and some facial features and imports cleanly into Unity3D. A preview of the end result can be found here. The preview uses Unity3D's built-in animation system and some custom normal maps.
Image
Other screenshots

Re: MakeHuman Importer for Unity3D

PostPosted: Mon Jan 18, 2016 9:17 pm
by joepal
That's nice. It has not been trivial to import a rigged and textured toon into unity. (or maybe I just suck at unity, I just opened it and played around for a few hours)

Looking in the zip file, I don't see an actual skeleton. Do you have to open or import the package to get it?

Re: MakeHuman Importer for Unity3D

PostPosted: Tue Jan 19, 2016 5:50 am
by exspiravit
Yes, it is included in the package file. Here is the .mhskel file by itself.

Re: MakeHuman Importer for Unity3D

PostPosted: Wed Jan 20, 2016 9:03 am
by joepal
Ok, playing around with it a bit...

First hurdle I ran into was that it didn't want to find the textures:

mhi6.png


So I created the dir and copied all the textures the FBX exporter had created into it. But it still didn't seem to want to find the appropriate texture.

mhi7.png


As said, my Unity skills are very lacking, so I might be missing something obvious. But maybe there should be a line in the readme about the texture dir.

Otherwise the pipeline seems smooth so far, from MHIimporter skel in MH to import. Maybe a .thumb file for the mhskel file would be a nice touch (it's just a 128x128 px PNG renamed to .thumb, to place alongside the mhskel in the rigs dir)

I'll try to figure out the posing later, but right now a customer is yelling at me because a mission critical server is unreachable. People become so neurotic from even such minor details...

Re: MakeHuman Importer for Unity3D

PostPosted: Wed Jan 20, 2016 12:49 pm
by exspiravit
You need to export the makehuman .fbx file directly from makehuman to the Unity project's assets directory so the materials and textures are linked properly. I should probably upload a tutorial video on the whole process, I can see how the ambiguity would arise.