I made human model in MakeHuman, animated it in blender. I was made shape keys for lip animation (smile), and created two bones to control it. These bones are in main armature. So created animation is smiling with waving (just test animation you know).
Problem is, when I exported model to JME by ogre3D (I tried blender importer too) , animation in JME is showing only waving, but smile not.
What problem it should be? … Maybe shape keys from blender are not supported in JME? or?
I guess the smile is not a bone animation. Vertex animations don’t work in jME (or the Ogre format for that matter). Make sure you use game compatible models and animation modes in MakeHuman, see this document http://wiki.jmonkeyengine.org/doku.php/jme3:external:makehuman
Yes the smile is bone animation, that is problem :(. thanks for document, I did all procedures mentioned in this document. So I dont have idea what to do next.
Oh sorry, I get it now, so this is really not good for me. Can anyone give me some tip or advice how to make facial expression animations without shape keys for JME?
Hi
I have also experienced all such stuff.
There are some approach:
1- use makehuman night version :
- it has a skeleton type that has all the face bone you need. name is “Default no toes”. it works for me.
- but has some problem . it give error when you load BVH file to it. (you should delete chest bone
i think). If you do not use BVH file I think use this approach.
- it does not support .mhx export format as i know. It export to .mhx2 . so you should install .mhx2
importer in blender. (it is easy . google it)
2- use make human stable version :
chose game skeleton type
in blender add your face bones to head bone of your character . (this is the hard work. you should
parent your new bone to head bone then add bone weight paint to newly added bones) It is regular
process as I think. (but i do not tried it) if you do it and succeed make sure to tell me.
it has no problem with BVH file loading.
Good luck
Edit : To add new bone to your character Head bone make sure to do it in Edit Mode of blender.
Edit2:
Here is a good tutorial :
Edit3 :you can just follow until step 22 of Creating Driver Bones in above tutorial . after that weight paint bones .