Best practices porting between MH & Blender

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Best practices porting between MH & Blender

Postby EnticeMods » Fri Mar 15, 2019 6:41 am

Hi,


So, I am a solo indie developer, looking to develop a game with the Unreal Engine. I'm hoping to use Make Human as my choice for creating custom characters. I've never worked on a game before, but I have a lot of experience modding games such as Skyrim and Fallout 3, New Vegas, and Fallout 4.


I will need to create a number of characters with a few different clothing options. I would like to be able to quickly adapt different body shapes to these outfits. At the current moment, the current alpha is only providing me with a blank white screen. I'm running Windows 10, with a 4th generation i7, 16GB of DDR3 and an RX580 8GB DDR5.


What is the, general process used to export a body to blender, create custom clothing, then port said custom clothing that is already rigged and fully morphable back to Make Human. Do I need any custom plugins or exporters?


Do I need to copy bone weights?


Is it okay to create a custom character... or should I just make the clothing for the default body and morph it later? What is best practice?
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Re: Best practices porting between MH & Blender

Postby joepal » Fri Mar 15, 2019 3:45 pm

This is a very relevant and interesting question that merits a longer answer. I'm currently traveling, so will try to write a more verbose answer once I have access to a capable workstation.

Please remind me if I haven't answered in a few days.
Joel Palmius (LinkedIn)
MakeHuman Infrastructure Manager
http://www.palmius.com/joel
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Re: Best practices porting between MH & Blender

Postby Elvaerwyn » Mon Mar 18, 2019 3:05 pm

I personally have not worked with ude yet but there is an article that may help with this here :
https://wiki.unrealengine.com/Workflow: ... nd_Blender
and here
http://www.makehumancommunity.org/wiki/Main_Page

If you have specific issues maybe more folks can help on your troubles! Good luck buddy and happy building.
She who knows in repose with prose...
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