Difference between revisions of "Documentation:MHBlenderTools: MakeShapes"

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(Created page with "=MakeShapes for Blender= This is a new tool for importing MakeHuman Targets as Shape Keys in Blender. Please read the instructions below carefully and be sure to make a back...")
 
(Introduction)
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==Introduction==  
 
==Introduction==  
When working with MakeHuman in Blender you will have some high quality characters to play with and you will see that the community addons can help you a lot. There are some primary must have Blender addons - these are the tree you will need to have and know about to use '''MakeShapes''':
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When working with MakeHuman in Blender you will have some high quality characters to play with and you will see that the community addons can help you a lot. There are a few primary must have Blender addons - these are the tree you will need to have and know about to use '''MakeShapes''':
  
 
* Makehuman the community addon, that will allow you to fetch your character from MakeHuman to Blender directly!
 
* Makehuman the community addon, that will allow you to fetch your character from MakeHuman to Blender directly!
 
* MHX2 Runtime, that will allow you to the import MHX2 files you made in MakeHuman  
 
* MHX2 Runtime, that will allow you to the import MHX2 files you made in MakeHuman  
* MakeTarget2 that will allow you to make new Targets to be used from within MakeHuman....
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* MakeTarget2 that will help you to make new Targets to be used from within MakeHuman.
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When you want to use your characters in Blender, or when you want to export them to a game engine - UE4 or Unity - you even get some shape keys, also called morph targets. These are however not always "included" in the files exported from MakeHuman - specifically the shape keys are added by the MHX2 runtime addon. ( Also the community contains some kind of shape key/pose functionality, but I have not been able to find any explanations for what they are doing. )
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Rather than making your characters in MakeHuman with one fixed expression/shape/pose, you would probably want to have the same options available in Blender. So I investigated the above addons and made MakeShapes as a small extension to MakeTartarget2. The general idea is have been to to transfer the Targets, expressions and the expression builder "sliders"... as-is, so they can be used as shape keys.
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===Current status===
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Thus far, in version 0.1.0 of the tool all of the Targets can be imported to Blender and the targets can be added to MHX2 (but only one by one!).

Revision as of 11:33, 15 April 2020

MakeShapes for Blender

This is a new tool for importing MakeHuman Targets as Shape Keys in Blender.

Please read the instructions below carefully and be sure to make a backup of any addons you change etc.

Introduction

When working with MakeHuman in Blender you will have some high quality characters to play with and you will see that the community addons can help you a lot. There are a few primary must have Blender addons - these are the tree you will need to have and know about to use MakeShapes:

  • Makehuman the community addon, that will allow you to fetch your character from MakeHuman to Blender directly!
  • MHX2 Runtime, that will allow you to the import MHX2 files you made in MakeHuman
  • MakeTarget2 that will help you to make new Targets to be used from within MakeHuman.

When you want to use your characters in Blender, or when you want to export them to a game engine - UE4 or Unity - you even get some shape keys, also called morph targets. These are however not always "included" in the files exported from MakeHuman - specifically the shape keys are added by the MHX2 runtime addon. ( Also the community contains some kind of shape key/pose functionality, but I have not been able to find any explanations for what they are doing. )

Rather than making your characters in MakeHuman with one fixed expression/shape/pose, you would probably want to have the same options available in Blender. So I investigated the above addons and made MakeShapes as a small extension to MakeTartarget2. The general idea is have been to to transfer the Targets, expressions and the expression builder "sliders"... as-is, so they can be used as shape keys.

Current status

Thus far, in version 0.1.0 of the tool all of the Targets can be imported to Blender and the targets can be added to MHX2 (but only one by one!).