These are rough notes.
Blender 2.77
Avastar 2.08 – not the Bento version
Make Human Nightly Build 3/26/16 – link
Make a shape in Make Human
(my test is using the default shape)
make shape
go to Pose/animate – Skeleton TAb – Rig Preset: Opensim on right
go to Pose Tab
Choose T-pose at right on bottom
Go to Export (3rd tab from left)
Choose Collada on left
Choose defaults (big questions here???)
-feet on ground
-Orientation Y up, face Z
-Bone orientation, Along local Y
-Scale units change to meter
export from make human
creates a .dae file
———————————
Convert to Avastar Rig
Open new Blender window
Import Make Human into new blender file
Select skeleton choose xray, stick
Add Avastar – Only rig
Adjust to roughly fit the MH
Enable Pose Mode
In toolshelf go to rigging, display
Stick, Xray
Enable “Extra” bone group
Go into appearance sliders
Click the white stick man to put rig into rest pose
– check male if male
Adjust Avatar Height
-and other sliders as close as possible to MH
Choose Make Human
Go toTransfer Tool
choose Delete, Attach sliders, transfer joints, apply rotation, male
Click convert to Avastar Rig
click on armature
open N panel
x 0
y -0
z-90
Control A
apply rotation
Delete Avastar Rig
Test poses in all directions
Test import?
https://gyazo.com/cdad1f08cc472de9d1e9da1b1c2d93ca
Questions:
Can we export directly out of Make Human and into Opensim
Painting the Make Human Skins
Questions to investigate. – Can we use Avatar Workbench or do we need full Avastar?
turn off MH highpolyeyes?
Resources:
Thanks to Déesse for the pointing to this article on the Make Human forums. Wish I had seen it before I started experimenting! Thanks Déesse. http://www.makehumancommunity.org/forum/viewtopic.php?f=14&t=11970
A post from Fred points out that there may be differences between mac, windows, and linux. I am on mac. https://plus.google.com/+FredBeckhusen/posts/e6GhAEQxjwf
Video by Claudia Dryke https://www.youtube.com/watch?v=VTN_jv3MIs4