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High Level Flow

  1. Generate model in MakeHuman.
  2. Export.
  3. Import model into Mixamo.
  4. Export default 'Standard Idle' animation with skin.
  5. Export all other animations with skin.
  6. Import default animation into Blender.
  7. For each remaining animation
    1. Import into Blender
    2. Save the animation
    3. Delete the model
  8. Export as glTF 2.0 (.glb)

Tools

1. MakeHuman

  1. Modelling
    1. Main
      1. Set Gender, Age, Muscle, Weight, Height, Proportions, African/Asian/Caucasian
    2. Gender
    3. Face
    4. Torso
    5. Arms and legs
    6. Random
    7. Custom
    8. Measure
  2. Geometries
    1. Clothes
      1. Enable clothiing as desired
    2. Eyes
      1. Enable 'Low-poly'
    3. Hair
      1. Enable one (e.g. 'Short04')
    4. Teeth
      1. Enable 'Teeth base'
    5. Topologies
    6. Eyebrows
      1. Enable 'Eyebrow001'
    7. Eyelashes
      1. Enable 'Eyelashes01'
    8. Tongue
      1. Enable 'Tongue01'
  3. Materials
    1. Skin/Material
      1. Enable as desired
  4. Pose/Animate
    1. Skeleton
      1. Enable 'Game engine'
    2. Pose
      1. Enable 'Tpose'
    3. Expressions
      1. Enable 'Attention01'
  5. Rendering
    1. Render
    2. Viewer
    3. Source
  6. Settings
    1. (nothing to set here)
  7. Help
    1. (nothing to set here)
  8. Community
    1. (nothing to set here)
  9. Files
    1. Save
      1. Enter a 'Name'
      2. Click '...', choose a save location
      3. Type a name
      4. Click Save (.mhm, .thumb)
    2. Export
      1. Filmbox (fbx)
        1. Enable 'Feet on ground'
        2. Enable 'Binary FBX'
        3. Disable 'Helper geometry'
        4. Click '...', choose a save location, provide a name
        5. Click Save (.fbx, textures/*.png)
      2. Lightmap
        1. Click Export (.png)
      3. UV map
        1. Click Export (no file created)

2. File Manager

  1. Compress .fbx + textures/*
  2. Output file is .zip

3. Mixamo

  1. Uploading a character
    1. Click Upload Character
    2. Drop .zip
    3. Click Next to accept defaults
  2. Exporting animations
    1. For each animation / pack desired
      1. (optional) Search for the animation on the left
      2. Click the animation preview on the left
      3. Enable 'In Place' (if present)
      4. Click 'Download'
      5. Set 'Format' to 'FBX(.fbx)'
      6. (Packs) Set 'Pose' to 'Original Pose(.fbx)'
      7. Set 'Skin' to 'With skin'
      8. Set 'Frames per Second' to '30'
      9. Set 'Keyframe Reduction' to 'none'
      10. Click Download

Good Animations:

  1. Standard Idle
  2. Standard Walk
  3. Standard Run
  4. Salute
  5. Laying/Sleeping
  6. Being Electrocuted
  7. Shooting
  8. Stand to Sit
  9. Sit to Stand
  10. Sitting Idle
  11. Cheering While Sitting
  12. Typing
  13. Sit to Type
  14. Type to Sit
  15. Sitting Talking
  16. Jostled Passenger
  17. Struck in Head
  18. Sitting Disbelief
  19. Sitting Clap
  20. Standing Clap
  21. Male Sitting Pose
  22. Falling Back Death
  23. Dying

4. Blender

(High Level)

  1. Import the model and base animation (i.e. "Idle")
    1. Go to File | Import | FBX (.fbx)
    2. Import the base model + animation
  2. Rename the animation's bones
    1. Go to Scripting tab
    2. Import the Rename script
    3. Select the base animation skeleton
    4. Run the Rename script

To Merge Animations

  1. Start in the Animation tab
  2. Go to the Nonlinear Animation View

For each desired animation:

  1. Import the .fbx file
  2. Rename the animation (yellow bar)
  3. Click the Push Down Actions
  4. Right-click the newly added armature in Scene view, click Select Hierarchy, press X in the model view, Delete
  5. Bring up the 'n'-menu in the animation window
  6. Click the icon-button 'Browse action to be linked'
  7. Click the new animation
  8. Click Push Down Action
  9. Save & Export as glTF 2.0
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