MakeHuman Blender OgreXML toolchain for creating and importing animated human characters
This guide describes how to use MakeHuman Blender OgreXML toolchain.
Tools
The latest versions at time of writing are:
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MakeHuman: 1.0.2 
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Blender: 2.72 
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OgreXML exporter for Blender: 0.6.0 
The tools can be downloaded from the following URLs:
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MakeHuman: [http://www.makehuman.org/] 
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Blender: [http://www.blender.org/] 
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OgreXML exporter for Blender: Working Blender and OgreXML Versions 
Seed Project
Public domain seed project with some preset characters and animations:
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JME3 Open Asset Pack: [https://github.com/bubblecloud/jme3-open-asset-pack] 
Preparation
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Install MakeHuman and Blender. 
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Install MakeHuman Blender importer from MakeHuman installation to Blender scripts folder and enable the script from Blender .
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Install OgreXML exporter to Blender scripts folder and enable the script from Blender .
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Clone the seed project or create your own project. 
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Locate or create character model folder (src/main/resources/character/human/female) 
Creating Character Model with MakeHuman
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Create character model with MakeHuman. ([http://www.makehuman.org/documentation]) - 
NOTE: If you want to use JME3 Open Asset Pack animations without tweaking then use either male.mhm or female.mhm as preset and do not change the body proportions. 
 
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Choose basic skeleton from Pose/Animate tab if you are not already using either of the presets. 
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Export to blender exchange format from tab.- 
Choose - 
Options 
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Feet on Ground 
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Scale Units 
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Meter 
 
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Animating Character Model with Blender
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Import the character model in blender exchange format (MHX) to Blender or open preset blender file female.blend. 
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If you use your own character you can append animations from male.blend or female.blend preset files with Blender function. Animations are in the animation folder.
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Tune the character model / materials and animate the character. ([http://www.blender.org/support/tutorials/]) 
Exporting Character Model from Blender to Ogre XML
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Make sure that your scene objects in Blender do not have any spaces or special characters in their names. Rename them if they do. 
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Arrange all your animations in single NLA track after each other without overlaps or touching in the timeline. 
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Unlink any animations linked directly to your character armature or mesh. 
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Export using (scene and mesh) and tick the following options:- 
copy shader programs 
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Export Scen 
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Export Meshes 
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Export Meshes (overwrite) 
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Armature Animation 
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Optimize Arrays 
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Export Materials 
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Tangents 
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Reorganize Buffers 
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Optimize Animations 
 
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