Search Unity

  1. Unity 2019.1 is now released.
    Dismiss Notice

MakeHuman and Unity

Discussion in 'External Tools' started by Crazy-Minnow-Studio, Jan 22, 2019.

?

How do you create your game characters?

  1. Adobe Fuse

    14.3%
  2. Autodesk Character Generator

    0 vote(s)
    0.0%
  3. Daz3D

    0 vote(s)
    0.0%
  4. iClone CC3

    0 vote(s)
    0.0%
  5. MakeHuman

    71.4%
  6. MCS

    0 vote(s)
    0.0%
  7. UMA

    14.3%
  8. Custom

    28.6%
Multiple votes are allowed.
  1. Crazy-Minnow-Studio

    Crazy-Minnow-Studio

    Joined:
    Mar 22, 2014
    Posts:
    713

    MakeHuman is an open source tool for creating 3D characters. This discussion forum is intended to be a collection of tips and tricks for successfully importing these models into Unity.

    This initial post will focus on a workflow we developed with help from @ranaUK. Why this workflow instead of the one published on the MakeHuman Wiki? Because this is the only workflow that we've discovered that maintains the available facial BlendShapes, and leverages an efficient but highly animatable armature with eye, eyelid, and jaw bones.


    Getting setup for the workflow
    1. Download and install MakeHuman.
    2. Download and install Blender.
    3. Download and install Thomas@MakeHuman's MHX2 file exchange format into MakeHuman and Blender using the instructions included in the download from his website.
    4. To export MakeHuman characters with an animation friendly and game optimized rig, that also includes eyelid control, download and install the Unity Rig export option from the MakeHuman community website. Once installed, you will see a [Unity] rig preset on the [Pose/Animate] tab inside the MakeHuman interface.

    MakeHuman Create and Export Character Instructions

    1. Select the [Modelling] tab to design a character.
    2. Select the [Geometries] tab to select your characters clothes, eyes, hair, teeth, topologies, eyebrows, eyelashes, and tongue.

    3. Select the [Materials] tab, and select your characters skin texture.
    4. Select the [Pose/Animate] tab, and select the [Unity] rig preset. This is only available if you've installed the preset described above in the [Getting setup for the workflow] section.
    5. Select the [Files] tab, then the [Export] tab, and set the following options:
      • Mesh Format: MakeHuman Exchange (mhx2)
      • Options: Feet on ground
      • Scale units: meter

    Import MakeHuman export into Blender for FBX file conversion

    1. Launch Blender, and select [File] -> [Import] -> [MakeHuman (.mhx2)...].
    2. Use the following MHX2 import options:
      • Override Exported Data: Checked
      • Import Human Type: Base, Offset, Face Shapes
      • Masking: Apply, Conservation Masks
      • Rigging: Add Rig, Rig Type - Exported, Custom Shapes
    3. With the character imported, select [File] -> [Export] -> [FBX (.fbx)].
    4. Use the following FBX export options:
      • Version: FBX 7.4 binary
      • Main
      • Scale 1.00
      • Apply Scalings: All Local
      • Forward: Z Forard
      • Up: Y Up

    Import the FBX into Unity and setup materials
    1. In your Unity project, create a folder to hold the texture folder MakeHuman exported during the MHX2 export, and the FBX file you exported from Blender.
    2. Once imported, and any normal maps automatically converted by Unity, select your character in the [Project] folder, select the [Rig] tab in the [Inspector] window, and change the [Animation Type] from [Generic] to [Humanoid] and the [Avatar Definition] to [Create From This Model], and click [Apply]. This will make the rig compatible with Unity's Mecanim animation system.
    3. Drag the character into your scene, expand the characters hierarchy and setup the following material properties. (These are recommendations only, tune to your own preference).

      • Body:
        • Shader: Standard
        • Rendering Mode: Opaque
        • Smoothness: 0.1
      • Eyebrow:
        • Shader: Standard
        • Rendering Mode: Fade
        • Smoothness: 0.1
      • Eyelashes:
        • Shader: Standard
        • Rendering Mode: Fade
        • Smoothness: 0.1
      • Famale_casualsuit02 (or whichever clothing you selected when building your character):
        • Shader: Standard
        • Rendering Mode: Opaque
        • Smoothness: 0.1
      • Low-poly (eyes):
        • Shader: Standard
        • Rendering Mode: Opaque
        • Smoothness: 0.5
      • Ponytail (or whichever hair you selected when building your character):
        • Shader: Standard
        • Rendering Mode: Fade
        • Smoothness: 0.1
      • Teeth:
        • Shader: Standard
        • Rendering Mode: Opaque
        • Albedo color: white with no transparancy
        • Smoothness: 0.5
      • Tongue:
        • Shader: Standard
        • Rendering Mode: Opaque
        • Smoothness: 0.5
     
    Last edited: Jan 22, 2019
  2. Crazy-Minnow-Studio

    Crazy-Minnow-Studio

    Joined:
    Mar 22, 2014
    Posts:
    713
    Do you have a great MakeHuman work flow that's easier, more efficient, or offers some other advantage? Post it here, let's make this a community effort to simply (or at least document) the processes available.
     
  3. JediNizar

    JediNizar

    Joined:
    Nov 13, 2016
    Posts:
    42
    I'm looking for a character creator for a while now.
    And I was just about to gibe MakeHuman a try.
    My main issue is, I want/need to make a human like character but I need to add/remove some parts
    Like a human without feets, or add a tail. Waht I really need is making a character with 6 arms.

    can I do all this with makeHuman?. I tried to model my own Character with 3dsmx as I do for all my non Character models, but modeling an Animal/Human is beyond my modest modeling skills
     
  4. hongwaixuexi

    hongwaixuexi

    Joined:
    Dec 11, 2017
    Posts:
    269
    Could you make a demo with makehuman charactor in? Then I can copy the parameters from your demo. I watched the tutorial on your website, and there are lot of configurations.