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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. $\endgroup$ – Timaroberts Feb 9 '17 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 Feb 9 '17 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 Feb 9 '17 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. $\endgroup$ – Timaroberts Feb 9 '17 at 18:25

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