Difference between revisions of "MakeHuman Workflows"

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(Moving Assets into Blender)
(Moving Assets into Blender)
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[[Moving Assets into Blender]]
 
[[Moving Assets into Blender]]
  
This subsection describes the restoration and use of MakeHuman's transparency and skeletal assets after importing in Blender.  The initial focus will be on using the Blender Internal Render engine.  The use of Cycles render engine will be handled separately.
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This subsection describes the import of transparent assets after importing in Blender.  The initial focus will be on using the Blender Internal Render engine.  The use of Cycles render engine will be handled separately.  The Blender tools (MakeClothes, MakeWalk, MakeTarget) for designing and working with MakeHuman internal assets are described elsewhere.
  
 
==Moving Assets into Unreal Engine 4==
 
==Moving Assets into Unreal Engine 4==

Revision as of 21:21, 2 August 2015

Summary

More often than not MakeHuman users will want to move their creation into another program to continue the creation process. This section provides information on how to achieve this for common target programs. The Background and Technical Consideratins section provides some background that are common to all workflows. It is not essential to read the introduction before going straight to the program of interest, but doing so might help you understand why certain steps work or are necessary. In many cases there can be more than one way to accomplish the same thing. The method described here may not be optimal for your situation, but it should help get you started.

Background and Technical Considerations

Background and Technical Considerations

This subsection will provide some general information on "trouble spots" when trying to take your MakeHuman work and use it in a downstream application. Many of the problems discussed are topics that always arise when moving assets between 3D programs.

  • Introduction [1]
  • Format Considerations [2]
  • MakeHuman Shader and Asset Rendering [3]
  • Spatial transformation: MakeHuman Coordinate System, MakeHuman Skeletons, and MakeHuman Scales [4]
  • Working with Rigs and Skeletons [5]
  • MakeHuman Assets with transparency [6]

Illustrating the Export Process for Subsequent Import

For the purposes of illustration 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. We will then export it for import into a number of popular downstream applications. For each application, our goal will be to get the character to look similar to its original look in MakeHuman. We will pay particular attention to the head and face because this is the area of greatest difficulty for dealing with transparency and shadows. The character has the default skeleton and has been set in the T-pose which is a common starting pose for animation-based work. The image we will be exporting looks like this in MakeHuman:

ImpExp-001.png

Figure 1. MakeHuman character as viewed from within MakeHuman prior to export.

In subsequent sections, we will discuss the steps needed to reproduce this look after importing into specific downstream programs.

Moving Assets into Autodesk Maya

Moving Assets into Autodesk Maya

This subsection describes the restoration and use of MakeHuman's transparency and skeletal assets after importing in Autodesk Maya.

  • Introduction [7]
  • Importing and Initial Setup [8]
  • Basic Repair of Eye Transparency [9]
  • Repeat for other Transparent Assets [10]
  • Raytrace Shadows [11]
  • Re-importing "Fixed MakeHuman Assets" from Maya after saving in FBX format [12]
  • Adopting MakeHuman Skeletons to Maya [13]

--------Skeleton subsection still to be written--------

Moving Assets into Autodesk 3DSMax

Moving Assets into Autodesk 3DSMax

This subsection describes the restoration and use of MakeHuman's transparency and skeletal assets after importing in Autodesk 3DSMax.

  • Units Considerations [14]
  • Importing FBX into 3DSMax [15]
  • Restoring Transparency for the Eyes [16]
  • Fixing Transparency on the Other Assets [17]
  • Repairing an Imported MakeHuman FBX file that was previously Exported after Fixing [18]
  • Importing MakeHuman Skeletons into 3DSMAX [19]

Moving Assets into Blender

Moving Assets into Blender

This subsection describes the import of transparent assets after importing in Blender. The initial focus will be on using the Blender Internal Render engine. The use of Cycles render engine will be handled separately. The Blender tools (MakeClothes, MakeWalk, MakeTarget) for designing and working with MakeHuman internal assets are described elsewhere.

Moving Assets into Unreal Engine 4

Moving Assets into Unity Game Engine

Moving Assets into Google Sketchup

Preparing assets for use with Second Life