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    <title>Tomcat&#39;s Godot tutorial :: MakeHuman Community</title>
    <link>https://mpfb-demo.ampho.re/relatedsystems/godot/tomcat/index.html</link>
    <description>This is Tomcat’s tutorial on how to import makehuman assets in Godot. It consists of four parts:&#xA;Vol1 - Creating a character in MakeHuman Vol2 - Importing in blender and godot Vol3 - changing hair and shape keys Vol4 - animation An example of a system build by using this is a character generator prototype&#xA;Other relevant material:&#xA;Tai chi 太極拳/Тайцзицюань (demo-scene) Smooth character growth (proof of concept) Care to make a donation? If you want to support Tomcat’s work on Godot, here is a link to paypal</description>
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    <language>en-us</language>
    <lastBuildDate>Mon, 01 Jan 0001 00:00:00 +0000</lastBuildDate>
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      <title>Vol1 - Creating a character in MakeHuman</title>
      <link>https://mpfb-demo.ampho.re/relatedsystems/godot/tomcat/tomcat1.html</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>https://mpfb-demo.ampho.re/relatedsystems/godot/tomcat/tomcat1.html</guid>
      <description>Creating a character in MakeHuman Creating a character for the game with a change of clothes and several animations.&#xA;Introduction. MakeHuman Overview What is MakeHuman?&#xA;MakeHuman is a completely free, innovative and professional software for the modelling of 3-Dimensional humanoid characters. MakeHuman is an open source (AGPL3) tool designed to simplify the creation of virtual humans using a Graphical User Interface, also commonly referred to as a GUI. Humans are created through the manipulation of controls that allow for the blending of different human attributes to create unique 3D human characters. The controls are intended to provide the user with a simple way to create characters that give expression to the widest possible range of human forms. The MakeHuman project strives to provide a complete tool that allows for the management of all things needed to create realistic virtual humans. Distinguished by a large number of settings and easily expandable features. There is a plugin for mass character creation “Mass produce”. Has a lot of ready-made clothing and accessories. You can create new ones yourself. Easy to integrate with Blender.</description>
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      <title>Vol2 - Importing in blender and godot</title>
      <link>https://mpfb-demo.ampho.re/relatedsystems/godot/tomcat/tomcat2.html</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>https://mpfb-demo.ampho.re/relatedsystems/godot/tomcat/tomcat2.html</guid>
      <description>Importing into Blender and assigning animations. Importing into Godot Need two addons for Blender:&#xA;Retarget BVH MHX2 Import The import panel can be called in 2 ways:&#xA;File –&gt; Import –&gt; MakeHuman (.mhx2) N-панель –&gt; Import MHX2 result is identical:</description>
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      <title>Vol3 - changing hair and shape keys</title>
      <link>https://mpfb-demo.ampho.re/relatedsystems/godot/tomcat/tomcat3.html</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>https://mpfb-demo.ampho.re/relatedsystems/godot/tomcat/tomcat3.html</guid>
      <description>Change of hair and Body Shapes Change of hair (eyebrows, eyelashes, teeth). Body Shapes (Shape Keys). It is assumed that there are already:&#xA;the original MakeHuman model, which needs to be modified; a Blender file derived from this model. Part 1. Change of hair (eyebrows, eyelashes, teeth) Changing body parts is somewhat different from choosing clothes. Since you can’t have a character with several hairstyles (unlike clothes), you have to work with each hairstyle individually.</description>
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      <title>Vol4 - animation</title>
      <link>https://mpfb-demo.ampho.re/relatedsystems/godot/tomcat/tomcat4.html</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>https://mpfb-demo.ampho.re/relatedsystems/godot/tomcat/tomcat4.html</guid>
      <description>Adding animation It is assumed that there are already:&#xA;Blender file with animation; a scene in Godot derived from this file. Blender Opens a previously saved file with the original model and animations.&#xA;A new animation is imported. The file is saved in the Godot project folder. Note. In this example, the jump animation is applied in place. In general, it is desirable to move the model in the game engine, as a node, then it will be possible to change the height of the jump. But in this case, I will show a fixed jump. To do this, leave the constraint of the bone fixed on the X-axis only. This change will affect the existing animations, but they are already in the scene file in Godot.</description>
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