But some of the data appears to be lost, left out or missing when you look at the character in Blender. You probably already know that you can load and save characters, and you can not "transfer" them to Blender. Now try to EXPORT your MakeHuman character in MHX2 format - from the MakeHuman application. However you also may have noticed that MakeTarget2 do not work on your entire base character it will "only" import the mesh and the shape keys can not be used as such if you moved it to Unreal. Using two of the must have Blender addons. You can now import your character from Makehuman make a new community Target and you can get it to work in Makehuman. You may also notice that not all targets will get loaded correctly to Blender using MakeTarget2, I do not know why. Be sure to make a backup if your work was brilliant! When you made one target you can not make one more, so you need to delete the Shape keys, in blender, to load/make a new one. If you did this in the correct folder, your new target should appear in Makehuman and you can use it there! Name your target elf-ears2.target and save it.
![faceshift unity faceshift unity](https://cdn-images-1.medium.com/fit/t/1600/480/1*TfZCIYAFc36A7FoH3uHxmQ.png)
The general scope of MakeTarget2 is that you can make a new target, or you can load one and change it - when you are satisfied with that you can save you new target file, import and use it in MakeHuman.: And your character should now have elf ears! You can change the size of the ears, in 'Object mode'. Two new entries are made under shape keys: Basis, PrimaryTarget. Try this now, selecting elf-ears.target and load this. These are accessed in Makehuman via the Modelling/community "menu" - make sure to check out that you can find even more community targets! These can be found in a directory: C:\Users\\Documents\makehuman\v1p圓\data\custom (this may change depending on how you set up MH!). When you press the 'Load target' button you must locate an existing. In the current version of MakeTarget2 you will have two options - when you select the 'Body' or 'BaseMesh' you imported. This could look something like this, remember to use the preset Load button. And then you go to Blender/MakeHuman and run 'Import human'! You should probably use the MakeTarget preset for this. The process is very simple, you load your basecharacter to MakeHuman, without any targets, but as you would like to see it in Blender/UE4/Unity. You will want to be able to transfer parameters/attribures between characters when they are in Unreal, and for that reason they must share the same basic definitions.
![faceshift unity faceshift unity](https://www.creativeapplications.net/wp-content/uploads/2012/08/faceshift01.jpg)
However you now want a 'base' character, with as little customization as possible. The first time you used MH you probably made some very fancy model, as you can.
![faceshift unity faceshift unity](https://img.ibxk.com.br/2015/09/04/04170307516039.jpg)
So start up MakeHuman and set it up to communicate with the Blender addon (This is done in the community/Socket tab, and the setting in the Blender addon must be the same. In general this addon was made by Joel Palmius, and it builds upon the fact that you can directly transfer the characters you have loaded in MakeHuman.
#Faceshift unity how to#
It makes good sense to learn how to use MakeTarget2 first. Thus far, in version 0.1.0 of the tool all of the Targets can be imported to Blender and the targets can be added to MHX2. You need to add the addon to Blender and you need to know about two other addons, as described below.Ĭurrently this addon have been tested on Blender 2.80 only, but it should work on any Blender version that works for the two addons. Please read the instructions below carefully and be sure to make a backup of any addons you change etc. This is a new tool for importing MakeHuman Targets as Shape Keys in Blender. 5.1 Different versions of faceshape.mxa file!!.4.3.3 Limitations to shape keys and morph targets.2.1 BaseMesh - this paragraph is for later.