I did a lot of animation on an mhx model in Blender before I realised she had holes around her neck. Someone on the Make Human forum suggested I use an mhx2 character which solved the problem. Is there a way I can just update the character from within the same Blender file without loosing the animation?

I tried exporting the animation as a bvh file and reloading it onto the mhx2 character in a new Blender project but I've had all sorts of problems. It imports a skeleton of bones which walks downward on its own, or a tiny one which walks sideways on its own or some upside down orange balls which wander about. It's obviously got the animation which is good, I just can't get it to attach to the mhx2 character.

So to be clear I either need to

  1. just update the model from mhx to mhx2 within the same project and not loose the animation
  2. Export the animation as a bvh file and upload it onto an mhx2 character in a new project
  3. Work out why my mhx character was making holes around the neck in the first place and fix that. (this is the option I prefer as I need the project finished tomoro but i would like to learn all three)

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1 Answer 1


I'd go with option 3, especially if your deadline is tomorrow. Especially if it's just a matter of re-topoligizing, and then re-weightpainting just a bit.

If you want to learn from this, I suggest try having a master-slave style rig. That means you have one set of bones you animate directly, and those bones in turn constrain a bunch of 'slave' bones that only deform the mesh. That way if you want to re-import your model later on, you can simply re-constrain those 'fresh' new bones to your older animation rig.

You can even have two separate armatures, one for deforming, one for animating to make the re-constraining process clear to yourself. Although I've found this method a tad obscure, and not considered canonical Blender rigging.

  • $\begingroup$ so how do I get rid of the holes in my mhx character? $\endgroup$ Feb 7, 2016 at 21:46
  • $\begingroup$ Just by looking at it, I'd say adding a few more loops to the central chest area, and then hitting edges directly across from eachother and hitting 'f' while in Edit mode. Might be some fancier, newer retopo-style method too, hopefully someone here can mention that method. $\endgroup$ Feb 7, 2016 at 21:52
  • $\begingroup$ Yeah I thought I could do that but when I try and edit the body nothing is missing. It obviously makes some calculations according to the clothing as to which faces are necessary and which ones aren't. I need to adjust where these calculations are made. $\endgroup$ Feb 8, 2016 at 11:42
  • $\begingroup$ Oh, weird. Without seeing a .blend, I can't really say what's going on. $\endgroup$ Feb 8, 2016 at 12:56
  • $\begingroup$ can I send you a blender file? $\endgroup$ Feb 8, 2016 at 15:13

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