Vol2 - Importing in blender and godot

Importing into Blender and assigning animations. Importing into Godot

Need two addons for Blender:


The import panel can be called in 2 ways:

  1. File –> Import –> MakeHuman (.mhx2)
  2. N-панель –> Import MHX2

result is identical:

vol2_01 vol2_01

If you need facial animation, you can:

  1. to enable the “Face Shapes” option for emotions via shape keys;
  2. if you choose a rig with face bones, then the emotions can be realised by poses.

In Rigging turn on Add Rig and choose Rig Type [Exported].

The rig assigned to the MH will be imported.

[Import MHX2]

vol2_02 vol2_02

Remove all the masks:

vol2_03 vol2_03

If the clothes will be the only one, it’s better to leave masks.

Assignment of animation

*A little note. For the game, the animation must be played without moving the character. Moving the character is done in the game engine by moving the object itself. As the animation in the example contains movement, you need to get rid of it (or take the animation already prepared). You can choose any convenient way for the character to stay in place. In my opinion, the easiest is to tie the Hips(root) bone to the position at rest. The way is not the best, but simple and fast. To do this, I make a copy of the skeleton at rest position. This is only necessary for binding.

To assign the animation use Retarget BVH plugin finalized by punkduck [MakeHuman Team] (for which he is very thankful).

vol2_04 vol2_04

[Load And Retarget] allows you to load animation and immediately apply to the character.

Select animation (02_01.bvh) and load it.

vol2_05 vol2_05

vol2_06 vol2_06

*Now bind the Hips animation bone to the rest pose bone for the character to walk in place.

vol2_06 vol2_06

Add the running animation (02_03.bvh).

vol2_07 vol2_07

Now the file is ready to be exported to Godot.

vol2_08 vol2_08

The documentation for the engine recommends that you triangulate the models.

But Blender does not allow you to triangulate an object that contains shape keys:

Modifier cannot be applied to a mesh with shape keys

Godot. Import

The Blender Importer Addon for Godot allows you to open Blender files as Godot scenes.

This feature is built into Godot 4, but it doesn’t work correctly there.

Just save the .blend file in your project folder and it will be automatically imported into the engine.

In an open scene, you can remove the resting pose skeleton you don’t need anymore and separate clothes by scene for easy switching:

vol2_09 vol2_09


Face morphs will be transferred, but you must remember to set the same Shapes settings for different body parts.

vol2_09 vol2_09

The main part of the tutorial is finished.

Translated with http://www.DeepL.com/Translator (free version)