MakeHuman => Blender => Unity humanoid

Hello,

I've needed to create some human characters for Unity recently, which is challenging.

I found that MakeHuman 1.1.1 produces realistic human characters, usable as-is or providing a base for editing in Blender. The "Game engine" rig option produces an armature compatible with Unity "Humanoid rig" and ThirdPersonController.

Unfortunately, MH produces a "natural" pose - meshes and armature are asymmetrical. This makes them a little hard to work with.

I'm nearing completion of a Blender script to re-pose the rig in a symmetrical fashion for easier working.

Does anyone else face similar issues? Have good solutions?

  • Jonathan Gonzalez(jgonzalez) replied

    It's been a while since I've used MakeHuman, but is there a reason why they wouldn't work in their natural pose? I've used MakeHuman characters in Unity with no issues before. The rig used in the FPS courses here actually come from a heavily modified MakeHuman character. 

  • techworker1 replied

    Thanks jgonzalez .

    Actually they do work in the natural pose (if you ignore the T-pose warnings in Unity). I believe you can go directly MakeHuman => FBX => Unity.

    I'm going through Blender to modify the rig (i.e. add extra eye/mouth bones, testing them) before going to Unity. This part is tricky in a natural pose.

    [I did already figure out how to add an Animator layer in Unity to allow the extra bones to be controlled alongside the ThirdPersonController animations.]

  • techworker1 replied

    Actually there is a T-pose setting in MakeHuman which I hadn't discovered. (Lots of options.)

    I might try the 137-bone "default no toes" rig as well, since it includes more head/face bones. It looks similar to a Unity Humanoid rig.