![]() The Blender tools (MakeClothes, MakeWalk, MakeTarget) for designing and working with MakeHuman internal assets are described elsewhere. The use of Cycles render engine will be handled separately. The initial focus will be on using the Blender Internal Render engine. This subsection describes the import of transparent assets after importing in Blender. Importing MakeHuman Skeletons into 3DSMAX.Repairing an Imported MakeHuman FBX file that was previously Exported after Fixing.Fixing Transparency on the Other Assets.This subsection describes the restoration and use of MakeHuman's transparency and skeletal assets after importing in Autodesk 3DSMax. Skeleton subsection still to be written- Moving Assets into Autodesk 3DSMax Re-importing "Fixed MakeHuman Assets" from Maya after saving in FBX format.This subsection describes the restoration and use of MakeHuman's transparency and skeletal assets after importing in Autodesk Maya. In subsequent sections, we will discuss the steps needed to reproduce this look after importing into specific downstream programs. MakeHuman character as viewed from within MakeHuman prior to export. The image we will be exporting looks like this in MakeHuman:įigure 1. The character has the default skeleton and has been set in the T-pose which is a common starting pose for animation-based work. We will pay particular attention to the head and face because this is the area of greatest difficulty for dealing with transparency and shadows. For each application, our goal will be to get the character to look similar to its original look in MakeHuman. We will then export it for import into a number of popular downstream applications. ![]() Illustrating the Export Process for Subsequent Importįor 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.
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