Blender and MakeHuman

How to use MakeHuman and Blender to create characters that can be animated with Mocap data from Motive, FaceRig, PerceptionNeuron etc..

Install MakeHuman

  1. Download the Makehuman release from
  2. Unzip and move the folder to your applications directory

Install Blender

Install the MHX2 add-on in Makehuman

  1. Download MHX2 Plugin for Makehuman from
  2. Move the 9_export_mhx2 directory to the MakeHuman plugins directory. On osX probably: /Applications/ On Windows C:\Program Files\Makehuman\makehuman-1.1.1-win32\plugins (or wherever you’ve installed Makehuman)

Install the MHX2 plugin in Blender

  1. Download the MHX2 Plugin for Blender from
  2. Move import_runtime_mhx2 to the Blender addons directory C:\Program Files\Blender Foundation\Blender\2.79\scripts\addons
  3. Enable the MHX2 importer in Blender. Open Blender, Select File > User Preferences. In the window that opens, select the Addons tab and then the MakeHuman category. Enable MakeHuman: Import-Runtime: MakeHuman eXchange 2 (.mhx2)
  4. In the File tab, enable Auto Run Python Scripts and Save User Settings.
  5. Save User Settings

Import a Makehuman character into Blender

  1. Open MakeHuman and design you character.
  2. Select the Pose/Animation tab and set Rig Presets to Default No Toes.
  3. For facial Animation you probably want your character to have teeth, toung, eyebrows and eyelashes. To do this enable the parts by selecting the Geometries tab…
  4. In the Files > Export tab, select MakeHuman Exchange (mhx2), select the export path, and press export.
  5. Open Blender Select File > Import > MakeHuman (.mhx2), and navigate to the mhx2 file exported from MakeHuman.
  6. By default, the exported character is imported into Blender as it appears in MakeHuman. However, if Override Export Data is selected, the character will be rebuilt according to the options that appear.

Synchronizing Makehuman and Blender

This might be useful to make a makehuman character have similar proportions as a 3D scan..

Import MakeHuman character from Blender to FaceRig (UNTESTED!)

Follow the documentation by FaceRig

Here’s an indicator of what is probably important and what part of the documentation can probably be ignored:

  • Geometry : Important
  • Geometry Naming : Important
  • Default pose : Should be ok with MakeHuman characters
  • Geometry rules : Should be ok with MakeHuman characters
  • UV Mapping : Should be ok with MakeHuman characters
  • Deformaton : Important
  • Fur : Can be ignored
  • Shader (materials) naming : Important
  • Shader Types : For visual fine tuning
  • Texture maps : Should be ok with MakeHuman characters
  • Texture Types Sufxes : Important
  • Additonal skins for avatars and props : Can be ignored
  • Skeleton : Important
  • Pseudo-physics driven bones : Can be ignored
  • Animatons and expression poses : Important (this step is probably the most time consuming. We might be able to reuse the animations once they’re done for the first time)
  • Avatar confguraton fle : might be important, but try ignoring this at first
  • Full Body Animaton Specifcatons (Studio only) : Important if working with PerceptionNeuron for body capture
  • Skeleton hierarchy : Important

Makewalk and other Blender Tools

Makewalk is used for retargeting of Bvh in Blender. Check Makewalk documenation for more information.

Not sure if this is needed any more

  • Download blender plugins
  • Add the directories makewalk, maketarget, mkeclothes and import_runtime_mhx2 directory to the blender addons folder. On osX probably: ~/Library/Application Support/Blender/2.79/scripts/addons
  • In blender go go File/User Prefferences..
  • Select Add-ons, then in Categories select MakeHuman
  • Check MakeHumna: Import-Runtime: MakeHuman Exchange 2 (.mhv2)
  • Check MakeHuman: MakeWalk
  • Save User Settings
  1. Export an mhv2 from makehuman, import it into blender using the “Override Exported Data” and select Rig type: Game.
  2. Open the MakeWalk Tab in the Tool Shelf and click Load and Retarget to load a .bvh file exported from motive.
  3. In MakeWalk: Edit Actions use GlobalEdit to make set the animation onto the ground…

Mhx2 rig explained here.

Last updated bymartin froehlich