It is possible to write MHX2 importers for other 3D applications as well, because the MHX2 file contains no Blender-specific information. Also, the MHX2 format by itself is not Blender specific. The code is simpler to understand, because it is a standard python script rather than a program that writes a script. Thus in MHX the rigging was done in MakeHuman, whereas it is done in Blender in MHX2. In contrast, an MHX2 file contains full information about the exported MakeHuman meshes, which enables the MHX2 importer to build the character, using knowledge about the MakeHuman mesh. An MHX file was essentially a python script, with non-standard syntax, that built a rigged character in Blender. MHX2 is in not compatible with MHX, because they are based on completely different design philosophies. The starting page for the documentation is, which is also linked to by the MHX2 importer. The purpose of this blog is to host the MHX2 documentation. The currently stable version of the MHX2 exporter and importer, v 0.26, can be downloaded from here. To remedy these, it will be replaced by a new MHX2 format.įor a variety of reasons, MHX2 is not bundled with MakeHuman, but is available as a separate third-party plugin. However, the MHX format had a number of issues. If you need the specific features of MHX2, visit the link above and follow the instructions.For the last five years it has been possible to use MHX (MakeHuman eXchange) to transfer a rigged MakeHuman character into Blender. Because of their generic nature, however, these will not give you the full convenience of using. The alternative is to use the generic transfer formats: DAE and FBX. However, it remains one of the most high fidelity ways to move assets from MakeHuman to Blender (and other applications when suitable importers become available). MHX2 is not integrated into the core distribution because of separate maintenance and release cycles. Currently, the only importer available is for Blender.įor details on this MHX2 plugin (as well as download the MakeHuman Exporter and Blender Importer) see mhx2 with any application for which there is a suitable importer. This means it is theoretically possible to use. The major change from mhx to mhx2 is that it is now divided into separate exporter and importer components. Thomas Larsson has replaced MHX with MHX2 which is available as an external, separately maintained plugin. The old MHX format has been deprecated (both by MakeHuman and by its author, Thomas Larsson). Debian/Ubuntu Linux: /usr/share/makehuman/plugins (double check accuracy of this)Īlso see: FAQ:I downloaded a third party plug-in.Windows 7/8/10: C:\MakeHuman\plugins (Assuming you installed as C:\MakeHuman), or where MakeHuman was unzipped.MacOS X: Macintosh HD/Applications/MakeHuman.app/Contents/Resources/plugins.The location of this plugins folder will vary with operating system. If you don't use Blender, there is not yet an importer available for your application.įor installation of the MakeHuman exporter component, you should save the 9_export_mhx2 folder into you MakeHuman plugins folder. If you use Blender you will most likely want to install this. The blender side of the addon, is shipped with the MakeHuman installation zip. MHX2 is bundled and enabled per default in the latest alphas of MakeHuman 1.2.x, but you still need to install the addon in blender.
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