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I created a character (human model) in MakeHuman and would like to import it into Blender, make some additional modifications to it, and then save it as a blend (.blend file).

I would think that a super popular open source character editor like MakeHuman would make it really easy to accomplish this. But they don't have any documentation on their site for how to do this, and after searching online all I could find was this YouTube video which makes the process seem super complicated, unsupported and failure prone:

  1. Download an old (2014) plugin for MakeHuman and install it (its no longer supported and may very well not work with modern versions of Blender)
  2. Download BlenderTools from MakeHuman and install them in Blender's scripts/ directory
  3. Restart Blender, then activate the MakeHuman Add-Ons from inside Blender

This seems really brittle and wonky to me. Has anybody ever got this working before? Is there a better/easier way to import MakeHuman assets into Blender?

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    $\begingroup$ Export the model as an .obj and rig with rigify if you don't want to mess with mhx2. Textures chosen in MH will be in makehuman exports directory. $\endgroup$ Commented Feb 9, 2017 at 18:15
  • $\begingroup$ Awesome, thanks @Timaroberts (+1) - when I go to Export and select "Wavefront obj" as the Mesh format, the only option for Rig format is "Biovision Hierarchy BVH". Is that OK to use or am I looking in the wrong place?!? Thanks again!! $\endgroup$
    – smeeb
    Commented Feb 9, 2017 at 18:19
  • $\begingroup$ ^^^And for what its worth I had gone to Skeleton >> Game Engine (rig preset), which I believe "rigs" the model, but am fine if I have to lose MakeHuman's rig data and rig it inside of Blender instead. But of course, if I can keep this rig data in MakeHuman and export it into Blender, that saves me the trouble of rigging in Blender. $\endgroup$
    – smeeb
    Commented Feb 9, 2017 at 18:23
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    $\begingroup$ Exporting as .obj will not get you a rigged mesh as far as I know, so it doesn't matter. $\endgroup$ Commented Feb 9, 2017 at 18:25

2 Answers 2

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As of 2022 there seems to be a better way:

In order to do direct imports from MakeHuman, you must enable the “socket server” inside MakeHuman. This is disabled per default.

In MakeHuman, load your model and find the Community > Socket tab. Check the Accept connections checkbox. The center column should indicate that the server socket is started.

enter image description here

  • in Blender 3.0.0 or newer, download and install the MPFB2 plugin for Blender
  • once installed you can use the tab "MPFB" in the N side shelf. There are many options, you can use the Import human button to import with default settings or customise it.

enter image description here

You can even create a new human from scratch inside Blender, there are more instructions in the MakeHuman Community guide.

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To expand on the answer by @Luciano... If you have MakeHuman and blender with MPFB2 on the same machine, you should be able to simply open the MHM file (ie the save file from MakeHuman) directly from MPFB:

enter image description here

For more information on MPFB2, see http://static.makehumancommunity.org/mpfb.html

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