> Would it be possible to pull Makehuman into CS, as you are discussing, > and then make the animations/morphs in Blender and just export the > animation data from Blender and apply it to Makehuman already in CS. > That way there is no need to export all of Makehuman every time.
This depends of the task. To create new morph targets, eg for the Alien species, then it's probably better to work in Blender, then export into MakeHuman using their dedicated tools. To create morph animations, eg facial ones, it's better to work in Blender then export them directly into CS using the WIP'ed B2.5CS export plugin. The same goes for skeletal animations, but here you will have to choose a skeleton, and the animations you will define will be valid only for the models using the same limb proportions of the skeleton. We can probably use the default proportions from MakeHuman, and see later for the other skeletons (this would be managed partially through animation retargeting tools). So, in summary: whatever the task, the artist should work in Blender, but he should be sure to talk before with the right techie guys for precisions about the details. ------------------------------------------------------------------------------ All the data continuously generated in your IT infrastructure contains a definitive record of customers, application performance, security threats, fraudulent activity and more. Splunk takes this data and makes sense of it. Business sense. IT sense. Common sense. http://p.sf.net/sfu/splunk-d2d-oct _______________________________________________ Crystal-main mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[email protected]?subject=unsubscribe
