by CallHarvey3d » Tue Jun 12, 2018 1:36 pm
i think you are expecting a turnkey solution for something that is simply not. even if that script works it's only getting you part of what you are asking for if i understand correctly. biped is convenient but its not difficult to skin a character to a biped. i would suggest you learn to do at least that much to accomplish your goals. if i were you id first learn some of the skinning processes in 3dsmax. you are probably working with a predefined animation set and to avoid scaling issues and hours of chasing errors i would design my pipline as the following:
1. find a biped character that you can export to your game engine and animate without error. max has an awesome feature called skin wrap which takes the bone weights of one character to create weights for a similar sized character.
2. following those proportions create a character in makehuman. (you could export the actual biped to obj and import it to makehuman as reference for bone length but if you dont want to learn that process take screenshots of front orthographic views and overlay them in photoshop then adjust your makehuman skeleton untill you are as close as you can get)
3. export your character from makehuman dont need makehuman bones you are going to import just the mesh and skin it to your existing biped skeleton
4. import your MH character to your working biped file, scale the MH model not the working game character.
5. from your modifiers select skin wrap, click add from that modifier properties and choose your working character
6. click convert to skin in the skin wrap properties
7. test animate and fix weights.
this is your best option for learning minimal parts of this process. it is not the right way to do it. there right thing to do is learn the process of character creation and practice it. that said i prototype characters this way all the time. i can have a MH character in game in 1 hour from character creation to animated stand in, no bullshit.