Third Party Tools / MakeHuman 1.1.1 to Maxamo To FBX2GG Guide

Author
Message
Pirate Myke
Forum Support
8
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, California
Posted: 18th Jan 2018 15:20 Edited at: 18th Jan 2018 17:55
This guide will describe the basic processes to get a character from Make Human thru Maxamo animations and into FBX2GG program for custom characters.

You will need:
Make Human program
A Maximo Account for adding animations
FBX2GG program

You will not need:
Any 3d programs for this.

Open make human and make you character as you please.
Make sure you have the following setting when complete.









Using these setting above will prevent you from having to mess with it in a 3d model program.
This model comes in at 13006 polys.

Export this with these settings


Log into Maxamo
Drag your .obj file to the upload character screen.

Set the auto rig settings as follows.


Apply your animations and keep them in place for standard character types.


Down load 2 versions of the character
One with skin and one without skin. The one without skin is for the animation.


When each one is done rename it so the next will not over write it.

Open FBX2GG
Open the FBX file with the mesh.


Should look like this. Dont worry that the textures are not showing. It is not important right now.



Press <edit> <prepare skeleton for FBX animations>

Press <edit> <Import FBX animations> Choose the FBX without the skin.


It will look like this.



Press <edit> <Add FBX animation to animation set>



Press <File> <save as DirectX with animation set>


Press Save button to export it with animations.

Place the X file, textures all in the same folder.
Modify a FPE file like below. Changing the names of the mesh and textures to match your new character.



Save the file and test the character in Game Guru.
You will need to script it for your needs.
Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 8gb RAM, Nvidia gtx660, Windows 7 Pro 64bit, Screen resolution 1680 x 1050.

Attachments

Login to view attachments
Stab in the Dark software
GameGuru TGC Backer
15
Years of Service
User Offline
Joined: 12th Dec 2002
Location: Upstate New York USA
Posted: 18th Jan 2018 16:17
Thanks this is a nice straight forward tutorial. One question Does the
rig get the joints zeroed before it adds the animations? This is necessary for
it to work properly with the physics ragdoll in GG.
The coffee is lovely dark and deep,and I have code to write before I sleep.
Len the man
3
Years of Service
User Offline
Joined: 12th Jun 2015
Location:
Posted: 18th Jan 2018 16:34
Great work Pirate Myke.

Is it okay for me to put these instructions in a PDF file, and document file in order to post it here so anyone can download the file(s) for free?
PM
granada
GameGuru TGC Backer
16
Years of Service
User Offline
Joined: 27th Aug 2002
Location: United Kingdom
Posted: 18th Jan 2018 17:02
Thanks Pirate Myke,this will help a lot of people.

Quote: "Is it okay for me to put these instructions in a PDF file, and document file in order to post it here so anyone can download the file(s) for free?"


Good idea Len the man

Dave
Windows 10 Pro 64 bit
GeForce GTX 1050 Ti
AMD FX (tm)-9590 Eight-core Processor
31.96 GB RAM
1920x1080,60 Hz
PM
Pirate Myke
Forum Support
8
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, California
Posted: 18th Jan 2018 17:52
@Stab in the Dark software:
The rig gets its joints zero'd in the <prepare skeleton for FBX animations> process, the message goes by fast.

@Len the man:
That would be great. I need to attach the images to the first post, so they are always there. Right now they are stored on Puush.

Also a note that this is for FBX animation and not the standard Game Guru ones. Thou the process is very similar.

So far the only thing I see that would be better is that Make Human exported all the desired textures as one sheet, like fuse does. For character shader to work, and to take advantage of the new public preview shaders this still needs to be done in a 3d model program, before you import it into Maxamo for rigging and animation.
Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 8gb RAM, Nvidia gtx660, Windows 7 Pro 64bit, Screen resolution 1680 x 1050.

Len the man
3
Years of Service
User Offline
Joined: 12th Jun 2015
Location:
Posted: 18th Jan 2018 19:09 Edited at: 17th May 2018 02:23
Here is the free download of the instructions. One is a PDF file and the other is a odt document file. Both are about 1.5 MB.

Edited (2018-02-20) to update new instructions as a free download.

Edited again (2018-01-16) to include more detailed instructions (see instructions2, which is the third one all the way on the right).

Attachments

Login to view attachments
PM
synchromesh
Forum Support
4
Years of Service
User Offline
Joined: 24th Jan 2014
Location:
Posted: 19th Jan 2018 02:32
Got it working ok but where do you get the cloths for the make human character ?
So far I just seem to have a porn demo
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
PM
Pirate Myke
Forum Support
8
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, California
Posted: 19th Jan 2018 05:00
Under the Geometry/Clothes tab.
Do make sure you have version 1.1.1 as it has more stuff in it.
Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 8gb RAM, Nvidia gtx660, Windows 7 Pro 64bit, Screen resolution 1680 x 1050.

synchromesh
Forum Support
4
Years of Service
User Offline
Joined: 24th Jan 2014
Location:
Posted: 19th Jan 2018 11:16
Thanks Myke ...
No idea why I missed that. I pretty much clicked everything
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
PM
Len the man
3
Years of Service
User Offline
Joined: 12th Jun 2015
Location:
Posted: 30th Jan 2018 03:38
I made a cowboy character and can't seem to get it to load to Mixamo with the skin... I tried to put it into a zip file and it doesn't seem to work. Anybody got any ideas on how to get it to load?



Attachments

Login to view attachments
PM
Pirate Myke
Forum Support
8
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, California
Posted: 30th Jan 2018 04:46
It used to load the textures that way, and even says so in there instructions. But I find that that is not working in Mixamo anymore.
Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 8gb RAM, Nvidia gtx660, Windows 7 Pro 64bit, Screen resolution 1680 x 1050.

Len the man
3
Years of Service
User Offline
Joined: 12th Jun 2015
Location:
Posted: 31st Jan 2018 21:16 Edited at: 31st Jan 2018 21:18
I worked on this problem for over 12 hours and here is what I found.

I tried to upload a zip file with an obj file from Fuse, and it worked well. For some unknown reason the obj (and FBX) from Make-Human will not work.

I think the thumbnails of the skins from Make-human might be a bit mixed up compared to the ones from Fuse (diffuse, normal, specular, and gloss), and this might be a little bit of the problem. It might be a big job to fix that, if that's the problem.

I looked at several video tutorials to try to solve this problem, but I have not been successful at figuring out how to overcome this issue. One video that helped show how to import Make-human models into Blender was at this link:

https://www.youtube.com/watch?v=aP8FgeBP-t0

I was able to import a Make-human character model into Blender (as an mhx2 file), but I still can't figure out how to get the model to successfully upload into Mixamo. When I export the model as an FBX from Blender, it uploads to Mixamo and ends up looking like a transparent ghost (see the picture below). If I export it as an OBJ and then upload that file to Mixamo, it ends up as a fully white model.

If someone knows how to use Blender really well and can fix the issue or adjust the lighting on the model so the skin looks correct, it might work. My skills with using Blender are nearly non-existent. I find Blender so difficult to use that I try to avoid it at all costs.

Attachments

Login to view attachments
PM
Rafhalzer
GameGuru TGC Backer
6
Years of Service
User Offline
Joined: 14th Dec 2011
Location: Poland
Posted: 20th Feb 2018 11:24
Makehuman exports .obj, .mtl, and texture files.
Modify .mtl file first.
Makehuman exports the textures to folder "textures". Texture files should be in the same folder as .mtl and .obj files and not in the folder "textures".
Open .mtl file in the text editor and find path to all texture files, for example:
map_Kd textures\short04_diffuse.png
modify it to:
map_Kd short04_diffuse.png
Save .mtl file and zip all files (.mtl, .obj, and all texture files).
Now load the .zip file into Mixamo.
Tools for FPSC and GameGuru - ANIMER, MENDER, FBX2GG
granada
GameGuru TGC Backer
16
Years of Service
User Offline
Joined: 27th Aug 2002
Location: United Kingdom
Posted: 20th Feb 2018 13:27
Nice one Rafhalzer thanks for the info.

Dave
Windows 10 Pro 64 bit
GeForce GTX 1050 Ti
AMD FX (tm)-9590 Eight-core Processor
31.96 GB RAM
1920x1080,60 Hz
PM
Len the man
3
Years of Service
User Offline
Joined: 12th Jun 2015
Location:
Posted: 20th Feb 2018 21:34 Edited at: 20th Feb 2018 23:38
Wow Rafhalzer! Great work! Thanks for the help on this subject matter.

I will see if I can add these instructions to my downloadable instruction files, and post the corrected version in the near future.

Edit - New instructions have been uploaded. It's about 9 posts up, or you can click this link to find it fast - https://forum.game-guru.com/thread/219217#msg2594108

Attachments

Login to view attachments
PM

Login to post a reply

Server time is: 2018-10-16 07:20:15
Your offset time is: 2018-10-16 07:20:15