I wasn’t sure if I should start a new thread or go with this one. I’m trying to work with a MakeHuman to Blender to Unity workflow and I still have two main issues.
1st my custom animations are not quite right. I have one animation in Blender where the character shifts her weight over to one leg but in Unity it shows up as the legs moving under the body. I’m sure that this is an easy fix somewhere but I can’t figure it out.
2nd the mesh doesn’t deform properly. I get funny deformations especially around the elbows and knees.
I’m exporting from MakeHuman with the blender exchange format and the rigify rig. I make the animations in Blender and keyframe LotRotScale for the whole armature for each keyframe. I then export as fbx ascii into my Unity folder. I do have the Unity Rigify asset downloaded as well. Any help would be greatly appreciated.
Are you using the current 2.71 Blender? I had a similar problem in Blender itself. At the top of the window, check if you have an error message. Something about reloading an older version if I remember.
If that’s there, go into user preferences and make sure Auto Run Python Scripts is enabled under the File tab.
Small update. For some reason the animations stopped getting exported so I tried a nightly build of Blender. With the nightly build, the generic animations and mesh were flawless. When I converted it to a humanoid rig, the mesh on the animations went all screwy. I went back to MakeHuman and exported my character with the simple game rig, imported it into Blender and put it into a t-pose and exported it into Unity. I could then use the animations from the rigify version on my game rig version. It almost works perfectly except in one of the animations the legs move under the body instead of the body moving over the legs. Anyone have an idea how to fix that? Would an ik constraint or something work?
I tried to use MakeHuman and frankly Mocap does not work well with the models. Forget it when it comes to sites that offer “rigging” the bones for free. Unless you like distorted unnatural characters.
Workflow:
In makehuman select unity skeleton.
From makehuman export to mhx2.
Import mhx2 to blender.
Rename ALL materials to something short (otherwise fbx importer will freak out).
Export from blender as fbx.
Import fbx into unity.