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Exporting for a character editor #381

@Shatur

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@Shatur

Hi! I'm working on a FOSS life simulation game in Bevy and I'm looking for a model that I can use for character editor.

From what I can see, MakeHuman is designed to create characters in Blender. But looks like I can export the mesh as GLTF (which Bevy supports out of the box) with shape keys. From other issues looks like I can write a Python script that export the model with specific shape keys because If I export it from the Blender it will only include the modified shape keys.

But I have a few questions:

  1. Can I do the same for clothes, hair and other MH parts? I.e. export them separately to allow players to select them in game.
  2. How can I decide which shape keys to export? There are a lot of them and some of them are opposites. Would parsing https://github.com/makehumancommunity/mpfb2/blob/master/src/mpfb/data/targets/target.json from top to bottom and excluding opposites work?

I also considered another approach - parse obj, targets and .mhclo in the game directly. This will be more complicated to do. But I want to allow players to create their own clothes in programs like Blender and import them in the game. If this is my goal, would you advice to go with the direct parsing?

I'm currently leaning toward the second approach because it should be more modding-friendly. But I'd really like to hear your thoughts 🙂

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