Overview
This guide will describe the basic processes to get a character from Make Human thru Maxamo animations and into FBX2GG program for custom characters.You will need:Make Human programA Maximo Account for adding animationsFBX2GG programYou will not need:Any 3d programs for this.
Make Human
Open make human and make your character as you please.
Make sure you have the following settings when complete.
Using these setting above will prevent you from having to mess with it in a 3d model program.
This model comes in at 13006 polys.
Export this with these settings
Exported file will be in this location.
C:UsersYour-ProfileDocumentsmakehumanv1exports
Maxamo Animations
Log into Maximo
Drag your .obj file to the upload character screen.
Set the auto rig settings as follows.
Apply your animations and keep them in place for standard character types.
Down load 2 versions of the character
One with skin and one without skin. The one without skin is for the animation.
Note:
When each one is done rename it so the next will not over write it.
FBX2GG Convertion and animations
Open FBX2GG
Open the FBX file with the mesh.
Should look like this. Dont worry that the textures are not showing. It is not important right now.
Press <edit> <prepare skeleton for FBX animations>
Press <edit> <Import FBX animations> Choose the FBX without the skin.
It will look like this.
Press <edit> <Add FBX animation to animation set>
Press <File> <save as DirectX with animation set>
Press Save button to export it with animations.
Place the X file, textures all in the same folder.
Modify a FPE file like below. Changing the names of the mesh and textures to match your new character.
Setting up the FPE file
This example only has 1 animation in it. Yours may vary. add the frames as needed to the animation section.
FPE file format:
Save the file and test the character in Game Guru.
You will need to script it for your needs.