Wiki - workflows - moving assets into blender

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Wiki - workflows - moving assets into blender

Postby alecjames » Sat Aug 03, 2019 9:19 pm

In this wiki page about moving assets into blender (http://www.makehumancommunity.org/wiki/ ... to_Blender) it refers to "the file created in the “Illustrating the Export Process for Subsequent Import” section".

I can't find the file in that section?

Do I need a specific file to follow the workflow article / do I make my own based on the description "we will take a straight forward MakeHuman character that has been given a skeleton, a pose, a skin material, clothing, eyes, eyelashes, eyebrows, hair, tongue and teeth."?
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Re: Wiki - workflows - moving assets into blender

Postby loki1950 » Sat Aug 03, 2019 9:37 pm

Just use the character file that you exported from within makehuman use the collada format as the fbx exporter still has issues though I prefer mhx2 but it need a bit more work if you are using blender 2.8 .

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Re: Wiki - workflows - moving assets into blender

Postby RobBaer » Tue Aug 06, 2019 1:12 pm

This documentation is showing the signs of age (Blender Internal focus) and needs a new look, but you can probably find the link you want on the index to the whole workflows section:
http://www.makehumancommunity.org/wiki/ ... _Workflows
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Re: Wiki - workflows - moving assets into blender

Postby alecjames » Tue Aug 06, 2019 2:10 pm

I looked but couldn't find it. I'm working with a model that I've quickly put together but haven't got very far (just busy, not stuck yet :) )

I wasn't sure if the article would refer to specifics only found in the proposed model to use. I read through before starting - I don't think it does.
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Re: Wiki - workflows - moving assets into blender

Postby RobBaer » Thu Aug 08, 2019 7:51 am

It's the 3rd section (http://www.makehumancommunity.org/wiki/ ... _Workflows) It doesn't say anything specific, but it does show what the figure looked like in MH and gives a little on what was added. The idea was to just create your own in a similar way, not reproduce this figure. Your model should be fine if it has all the parts.

The real issue in most downstream workflows is figuring out how these programs deal with MH's way of encoding transparency for assets like hair, eyes, eyebrows, etc. Most struggle with using the alpha channel of the texture map for that purpose.
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Re: Wiki - workflows - moving assets into blender

Postby loki1950 » Fri Nov 29, 2019 12:20 am

Are the instructions that difficult to follow after all the primary purpose of an exporter is to deal with any and all possible files created by the app specifying a specific file just does not make sense.

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