Blender < 2.5 and MakeHuman - not finish

For this, we need two software Blender 3D and Makehuman.
The first step will open makehuman determines his character and settings (see image below):

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Then saves the object Collada. In this case name_of_file:

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The next step will load the object through the blender scripts. More specifically through File -> Import -> COLLADA 1.4.
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The script will run and we will select these settings:

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We will choose the path where we makehuman folder saved the file (see mesh.dae) and the result will be:

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The script automatically inserts more scenes.

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Select the row to see where is our character.
We will remove this scene with this button.

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And rename with “CG_Girl” like on this image:

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Now, we set the object so that we more easily.
First, we separate the object depending on the materials.

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Select all object from Collada with key A and use key Tab to select Edit Mode.

Now select all with see this :

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Use key P ( on Edit Mode) and you see Separate feature and select By Material.

If you change on from 3D View to Outliner will see this :

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We apply a few small settings for the object to look better and easier to handle.

Use key Tab to change it on Object Mode. Then use key A to select all object:

Use these settings Set Smooth and Double Sided like on these images.

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The result is much better.

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Because our subject has skeletal. We move in a different layer.

On Object Mode select the head mesh. Now use the key M and select the layer.

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We will do the same for other meshes.

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Now select the layer where we moved and we find that our model has no eyes.
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Now select the layer where we moved and we find that our model has no eyes.
We will do the following trick. Get back to the skeleton layer, then select the mesh eye (is two).
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Use the keys Ctrl + D to duplicate.
Press M and moving them on the other layer.
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If you move on the second layer you will see the result:
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You have to put the teeth, tongue and skeletal in a Vertex Group.
In Object Mode select them all using the key combination of keys Shift.

Use Ctrl + J to create a single object. See the next picture.

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We call this selection skelet, see picture.

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Outliner shows the new name skelet.

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To create an animation should take the following steps:
1. Rename each bone;
2. To give the same names for each Vertex Group of each bone. If the head bone is called head then Vertex Group will be called head;
3. Armature to assign to the object;
4. To establish the character moves.
How make this? Follow the next steps.

1. Rename each bone with your options.

Select “Armature” and use Edit Mode to select each bone.

Now, select the bone of the skull.

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Rename this on Armature Bones tabs (see BO: head from image):

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We will do the same for each bone.

2. We will do the same for each bone.
It will be called the head.

Select one vertex with a to right-click in Edit Mode and then press Alt + L.

In the next picture, you can see the result of the selection.

Select the entire head with skull, tongue, eye.
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In the tab, Link and Materials create a new Vertex Group called head and click Assign.

We will do the same for the neck and other parts of the body.

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See the tab on the right Modifiers but this is the next step.

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3. Armature to assign to the object;

The next picture shows us how to add a modifier.

Write on Ob: the name of the armature.

In this case Armature.

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This tutorial is under construction and will not be finished in the future because is a new Blender in town.

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