[x3d-public] MakeHuman > path to x3d hanim?

Joe D Williams joedwil at earthlink.net
Mon Mar 27 17:36:31 PDT 2017


I'm not directly working of import/export but would be happy to look 
at what you get.
Thanks,
Joe


----- Original Message ----- 
From: "doug sanden" <highaspirations at hotmail.com>
To: <x3d-public at web3d.org>
Sent: Saturday, March 25, 2017 7:45 AM
Subject: [x3d-public] MakeHuman > path to x3d hanim?


> Q. is there a toolchain to get makehuman with rigging into 
> x3d/hanim?
> -Doug
> more..
>
> http://www.makehuman.org/index.php
> I had fun with makehuman for an unrelated project,
> https://sites.google.com/site/commutar/
> but haven't tried to export it as hanim from blender.
> One idea is to make an x3d/hanim exporter for makehuman, much like 
> their .mhx2 plugin for blender works.
> Q. is there already a toolchain to get makehuman into x3d/hanim?
>
> more..
>
> http://www.makehuman.org/download.php
> 1) blender side
> - see Download BlenderTools
> I found in Blender 2.78 I could install the mhx2 import plugin by
> User Preferences > Add-ons > (lower menu bar) Install from File > 
> (pick the .zip)
>    blender_plugins_for_1.1.1.zip
> Then checkmark the plugin that shows with (official + community) 
> filters on left:
> [*] MakeHuman: Import-Runtime: MakeHuman Exchange 2 (.mhx2)
> Then on the File > Import list, MakeHuman mhx2 shows up
>
> 2) makehuman side
> Unzipping the makehuman_plugins_for_1.1.1.zip in the makehuman 
> /plugins/ folder
> - then in makehuman on Exports the MakeHuman Exchange mhx2 shows as 
> an option
> - if I chose a Pose/Animate rig like default, then export mhx2, then 
> import in blender,
>    I get a human with what looks like appropriately placed rigging
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