OK so this program is looking much better than last time I checked in on it's progress and I can see there's plenty of potential there. I've been testing this out for the last couple of weeks, mainly focusing on manipulating the mesh in 3DSMAX after it has been exported. My goal is to create a character for animation.
A couple of things I have found so far that may or may not be caused by Makehuman:
- Mesh UVs are not welded together. Seams everywhere. No idea if this is part of the OBJ export or if it is the importer that cannot correctly weld the UVs together.
- The chest area of the mesh seems aimed at a female character. Could there be an option to swap in a male chest topology or even start with a male or female specific mesh instead of androgenous?
- Polygons for genital area are included in output regardless of whether they are actually used to represent genitals. Not a big deal to fix this up but it would be nice if the export could just automatically clean up the mesh in this area if the polygons aren't needed.
- Skeleton export only for Collada and only in the default T pose. I love the idea of including a skeleton that fits the skin since for extreme realism you are going to need this in order to add muscle system, etc. Unfortunately this only works for the default T pose and it doesn't look like the pivots line up exactly with either the skin or the Joints that are exported with Collada. I have noticed this mainly in the hands and feet.