So, this weekend I finally tackled the subject of importing a rigged makehuman model to T3D... and am ready to ask for help.
I made some very impressive nightmare demon monsters though!
My problem boils down to the skeleton coming in on the wrong axis (I think). Be default it ends up rotated 90 degrees around the X, ie face down on the XY plane. The stretched out mesh is a problem I've seen many times before, signifying a cumulative error in node positioning, ie adding the error of the parent to each child and so on.
Here's the working figure in blender, with the "game" skeleton rig from makehuman:
But, backing up a bit: I first tried just saving collada files directly from makehuman. For some reason, this resulted in an invisible mesh, and I never did figure out exactly what was wrong with it, but it seems there are no materials at all. In any event, the bones seem to end up behaving the same as the ones from blender, so...
I soon moved on to exporting from makehuman to blender, using first mxh2 format and then just collada. From blender, I export to collada and import the results into T3D. In a model with no bones, this works more or less perfectly, in terms of mesh, textures, UV maps etc.
Here's an unrigged model, with the same pose but some clothes thrown in. It has some weird lighting issues (flickery lighting, and the fact that the clothes don't cast shadows, only the skin mesh does) but other than that he looks reasonably okay.
However, with a skeleton, the default pose pictured above in blender ends up like this after import:
In the shape editor, you can see the skeleton orientation. I played around with the override_upaxis option, and that did rotate my skeleton but didn't solve the main cumulative (read: demonic monster from the depths of hell) problem. Note that in addition to the overall rotation of the skeleton, there are also major issues with the pose itself, especially the arms.
Here is a basic TPose, in the mission:
And here's the same pose in the shape editor:
I'm remembering some sketchy methodologies in the collada importer when it came to fixing up axis / handedness, and am afraid it's going to come down to a full-on engine problem here, but before I go there I'd love to know if there's just some setting I missed somewhere.
Anybody doing this every day and willing to share their system?