Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Leveraging Blender 4 and Godot 4 enhancements for swift game-ready character creation in MPFB #152

Open
ashledombos opened this issue Oct 28, 2023 · 4 comments
Labels
enhancement New feature or request

Comments

@ashledombos
Copy link

ashledombos commented Oct 28, 2023

Is your feature request related to a problem? Please describe.
It aims to capitalize on the recent and upcoming enhancements in Blender 4 and Godot 4 to establish MPFB as a rapid character creation platform for Godot.

Describe the solution you'd like

  • Develop a direct export feature from MPFB to Godot, utilizing the reliable GLTF configurations and possibly creating a dedicated export/import plugin for a seamless transition of assets.
  • Implement tools within MPFB for optimizing models to be game-ready. This includes polygon reduction, texture optimization, rig and animation adjustments to ensure maximum performance in Godot.
  • Explore the new retargeting system in Godot 4.0, particularly the SkeletonProfileHumanoid preset, to streamline the application of animations between different models. Enhance BVH retargeting workflows from MPFB to Godot, reducing the effort required to share animations.
  • Offer clear documentation and tutorials on the improved workflow between MPFB, Blender 4, and Godot 4. This will help the community to effectively navigate and utilize the integrated systems for rapid character creation.
  • Initiate dialogue with the Godot community to explore best practices and technical standards for facilitating integration and collaboration between MPFB and Godot.
  • Address reported issues with the gltf/glb exporter concerning the support of Blender’s visual materials to ensure accurate and efficient asset export to Godot.

Describe alternatives you've considered
There are certainly other good platforms, both proprietary such as Unity and Unreal Engine, and open-source ones like Löve, which offer robust game development environments. But I‘m only familiar with Godot…

@ashledombos ashledombos added the enhancement New feature or request label Oct 28, 2023
@joepal1976
Copy link
Contributor

Yes, in the best of worlds, there should be good Godot support. There has been some discussions on the forum regarding exporting from MakeHuman to Godot, but I haven't really looked into it on the mpfb side.

Some parts are game engine independent, such as the polygon reduction and the texture parts. And some parts of that are mostly a question of documentation.

I could really use help regarding the Godot-specific parts though, as I have never used it personally. For Unity, I have a grasp of the basics and can test what consequences design choices in mpfb have.

@joepal1976 joepal1976 added this to the 2.1 beta 1 milestone Nov 1, 2023
@joepal1976
Copy link
Contributor

In related news, there seems to be a godot side of things in progress: http://www.makehumancommunity.org/forum/viewtopic.php?f=23&t=23056

@IvailoBurov
Copy link

This is a project in development to create MPFB2 characters directly in Godot:
https://github.com/NitroxNova/Humanizer

@spamrakuen
Copy link

spamrakuen commented Oct 25, 2024

I'm trying to use MPFB2 for Godot/Redot (currently in my workflow I'm still using MakeHuman 1.2).
Until now, what I've missed most is a control rig for the "game engine" rig, that's why I've created a simple one for my needs.
But something like the old MHX Rig or Rigify support (or "rig helpers") for the "game engine" rig would be nice.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
enhancement New feature or request
Projects
None yet
Development

No branches or pull requests

4 participants