MakeHuman currently only supports one rig format: BVH. Other FBX dialects exist, and if you need one of those dialects, you can use the AutoDesk FBX converterFor example, the Blender importer requires binary FBX files that can be generated in this fashion. The default dialect currently used by the MakeHuman™ FBX exporter is FBX 2013 ASCII. It comes with an mtl file defining the material. Wavefront OBJ is a good choice when you need a simple mesh for an external renderer. However, the character is not rigged but rather a static prop. Originally invented by Alias/Wavefront, all major 3D packages have OBJ importers, so this format allows you to export to the greatest range of applications. OBJ is a very simple format to export the mesh, with vertices, faces and UV coordinates. When importing MakeHuman dae files into Blender, be sure to check "import units" at the bottom of the Blender left tool panel if you have not changed the units to meters. The resulting ASCII format files can become quite large which occasionally limits the use of this format with other programs.īy default, MakeHuman™ exports DAE files with y-up, face-z and the decimeter scale chosen. MakeHuman™ is meant to adhere to version 1.4 of the standard. It defines an XML-based schema standard for exporting 3D assets. The various export formats differ in the richness of the assets exported:ĬOLLADA™ is owned by the not-for-profit, open standards Khronos group. If you expect to do further refinement of your model, make sure you also save it in. MakeHuman, itself, can not read any of the exported formats, so exporting is a one way transfer of information. After selecting a format and export options, type the name of your project in the input box at the center of the Export window and then click the "Export"īutton at the right hand side of the input box. Supported formats including Collada (DAE), Filmbox (FBX), Wavefront (OBJ), Sterolithography (stl) and Ogre3d.īy default, exported files (regardless of export format) are saved to the user directory %HOMEPATH%/makehuman/v1/exports/.Īs is true for the load and save tabs, the ellipsis can be used to export to a non-standard directory/folder. The Export window allows you to export your current MakeHuman project to one of a variety of export formats. stl)įiles are Exported using either the Quick Export icon or by directly choosing the File tab and the Export sub tab. On the top below the tabs panel is the “Ellipsis” button which opens a file dialog, a text box to enter the file name of the file and an “Export” button to do the actual export and save the file in the desired format.īelow we outline the three main options in more detail i.e. On the right you have options which keep changing based on what format you have selected in the left panel. In the center you have the 3D preview to preview your model. On the right you get to choose what to export be in the mesh, the rig or the maps. The above illustration explains the typical user interface components of the Export tab. These can be found from the root of the documentation.įurther note that if you want to export to Blender, there is a better approach than using file exports, see FAQ: What is MPFB (MakeHuman Plugin For Blender)? If you want to export for a specific application, you might want to read one of the specific pages instead. Note that this page is a general overview of the export formats.
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